Computer-Generated, Three-Dimensional Character Animation: A Report and Analysis.
ERIC Educational Resources Information Center
Kingsbury, Douglas Lee
This master's thesis details the experience gathered in the production "Snoot and Muttly," a short character animation with 3-D computer generated images, and provides an analysis of the computer-generated 3-D character animation system capabilities. Descriptions are provided of the animation environment at the Ohio State University…
Can Computer Animations Affect College Biology Students' Conceptions about Diffusion and Osmosis?
ERIC Educational Resources Information Center
Sanger, Michael J.; Brecheisen, Dorothy M.; Hynek, Brian M.
2001-01-01
Investigates whether viewing computer animations representing the process of diffusion and osmosis affects students' conceptions. Discusses the difficulties of implementing computer animations in the classroom. (Contains 27 references.) (YDS)
Computer animations stimulate contagious yawning in chimpanzees
Campbell, Matthew W.; Carter, J. Devyn; Proctor, Darby; Eisenberg, Michelle L.; de Waal, Frans B. M.
2009-01-01
People empathize with fictional displays of behaviour, including those of cartoons and computer animations, even though the stimuli are obviously artificial. However, the extent to which other animals also may respond empathetically to animations has yet to be determined. Animations provide a potentially useful tool for exploring non-human behaviour, cognition and empathy because computer-generated stimuli offer complete control over variables and the ability to program stimuli that could not be captured on video. Establishing computer animations as a viable tool requires that non-human subjects identify with and respond to animations in a way similar to the way they do to images of actual conspecifics. Contagious yawning has been linked to empathy and poses a good test of involuntary identification and motor mimicry. We presented 24 chimpanzees with three-dimensional computer-animated chimpanzees yawning or displaying control mouth movements. The apes yawned significantly more in response to the yawn animations than to the controls, implying identification with the animations. These results support the phenomenon of contagious yawning in chimpanzees and suggest an empathic response to animations. Understanding how chimpanzees connect with animations, to both empathize and imitate, may help us to understand how humans do the same. PMID:19740888
Effects of Computer Animation Exercises on Student Cognitive Processes.
ERIC Educational Resources Information Center
Fowler, Will
A study examining the effects of computer animation exercises on cognitive development asked two groups of seventh graders to create computer animations, working from a simple mythic text. The ability of students to create narrative scenarios from this mythic text was analyzed. These scenarios were then recreated in the school computer lab, using…
Computer animation challenges for computational fluid dynamics
NASA Astrophysics Data System (ADS)
Vines, Mauricio; Lee, Won-Sook; Mavriplis, Catherine
2012-07-01
Computer animation requirements differ from those of traditional computational fluid dynamics (CFD) investigations in that visual plausibility and rapid frame update rates trump physical accuracy. We present an overview of the main techniques for fluid simulation in computer animation, starting with Eulerian grid approaches, the Lattice Boltzmann method, Fourier transform techniques and Lagrangian particle introduction. Adaptive grid methods, precomputation of results for model reduction, parallelisation and computation on graphical processing units (GPUs) are reviewed in the context of accelerating simulation computations for animation. A survey of current specific approaches for the application of these techniques to the simulation of smoke, fire, water, bubbles, mixing, phase change and solid-fluid coupling is also included. Adding plausibility to results through particle introduction, turbulence detail and concentration on regions of interest by level set techniques has elevated the degree of accuracy and realism of recent animations. Basic approaches are described here. Techniques to control the simulation to produce a desired visual effect are also discussed. Finally, some references to rendering techniques and haptic applications are mentioned to provide the reader with a complete picture of the challenges of simulating fluids in computer animation.
Flexible Animation Computer Program
NASA Technical Reports Server (NTRS)
Stallcup, Scott S.
1990-01-01
FLEXAN (Flexible Animation), computer program animating structural dynamics on Evans and Sutherland PS300-series graphics workstation with VAX/VMS host computer. Typical application is animation of spacecraft undergoing structural stresses caused by thermal and vibrational effects. Displays distortions in shape of spacecraft. Program displays single natural mode of vibration, mode history, or any general deformation of flexible structure. Written in FORTRAN 77.
The AAHA Computer Program. American Animal Hospital Association.
Albers, J W
1986-07-01
The American Animal Hospital Association Computer Program should benefit all small animal practitioners. Through the availability of well-researched and well-developed certified software, veterinarians will have increased confidence in their purchase decisions. With the expansion of computer applications to improve practice management efficiency, veterinary computer systems will further justify their initial expense. The development of the Association's veterinary computer network will provide a variety of important services to the profession.
Facial Animations: Future Research Directions & Challenges
NASA Astrophysics Data System (ADS)
Alkawaz, Mohammed Hazim; Mohamad, Dzulkifli; Rehman, Amjad; Basori, Ahmad Hoirul
2014-06-01
Nowadays, computer facial animation is used in a significant multitude fields that brought human and social to study the computer games, films and interactive multimedia reality growth. Authoring the computer facial animation, complex and subtle expressions are challenging and fraught with problems. As a result, the current most authored using universal computer animation techniques often limit the production quality and quantity of facial animation. With the supplement of computer power, facial appreciative, software sophistication and new face-centric methods emerging are immature in nature. Therefore, this paper concentrates to define and managerially categorize current and emerged surveyed facial animation experts to define the recent state of the field, observed bottlenecks and developing techniques. This paper further presents a real-time simulation model of human worry and howling with detail discussion about their astonish, sorrow, annoyance and panic perception.
Visualizing a silicon quantum computer
NASA Astrophysics Data System (ADS)
Sanders, Barry C.; Hollenberg, Lloyd C. L.; Edmundson, Darran; Edmundson, Andrew
2008-12-01
Quantum computation is a fast-growing, multi-disciplinary research field. The purpose of a quantum computer is to execute quantum algorithms that efficiently solve computational problems intractable within the existing paradigm of 'classical' computing built on bits and Boolean gates. While collaboration between computer scientists, physicists, chemists, engineers, mathematicians and others is essential to the project's success, traditional disciplinary boundaries can hinder progress and make communicating the aims of quantum computing and future technologies difficult. We have developed a four minute animation as a tool for representing, understanding and communicating a silicon-based solid-state quantum computer to a variety of audiences, either as a stand-alone animation to be used by expert presenters or embedded into a longer movie as short animated sequences. The paper includes a generally applicable recipe for successful scientific animation production.
Xie, Tianwu; Zaidi, Habib
2016-01-01
The development of multimodality preclinical imaging techniques and the rapid growth of realistic computer simulation tools have promoted the construction and application of computational laboratory animal models in preclinical research. Since the early 1990s, over 120 realistic computational animal models have been reported in the literature and used as surrogates to characterize the anatomy of actual animals for the simulation of preclinical studies involving the use of bioluminescence tomography, fluorescence molecular tomography, positron emission tomography, single-photon emission computed tomography, microcomputed tomography, magnetic resonance imaging, and optical imaging. Other applications include electromagnetic field simulation, ionizing and nonionizing radiation dosimetry, and the development and evaluation of new methodologies for multimodality image coregistration, segmentation, and reconstruction of small animal images. This paper provides a comprehensive review of the history and fundamental technologies used for the development of computational small animal models with a particular focus on their application in preclinical imaging as well as nonionizing and ionizing radiation dosimetry calculations. An overview of the overall process involved in the design of these models, including the fundamental elements used for the construction of different types of computational models, the identification of original anatomical data, the simulation tools used for solving various computational problems, and the applications of computational animal models in preclinical research. The authors also analyze the characteristics of categories of computational models (stylized, voxel-based, and boundary representation) and discuss the technical challenges faced at the present time as well as research needs in the future.
Initial Reading through Computer Animation.
ERIC Educational Resources Information Center
Geoffrion, Leo D.; Bergeron, R. Daniel
The Computer Animated Reading Instruction System (CARIS) was developed to introduce reading to children with varied sensory, cognitive, and physical handicaps. CARIS employs an exploratory learning approach which encourages children to experiment with the reading and writing of words and sentences. Brief computer-animated cartoons provide the…
Computer program for maintenance of individual animal records in a nonhuman primate colony.
Kuehl, T J; Dukelow, W R
1977-06-01
A computer program was developed to maintain animal records for a nonhuman primate colony used in research. The program was designed for use with an existing laboratory notebook system. The computer program identifies each notebook entry containing information about each animal and keeps other information, including animal name, sex, species, projects to which the animal is assigned, location of the animal, dates and body weights. The program is interactive and easy to use. Information stored in the system is readily accessible to all investigators using the animals. In 17 months of use, 1382 master file entries were developed for 113 monkeys.
[Animal experimentation, computer simulation and surgical research].
Carpentier, Alain
2009-11-01
We live in a digital world In medicine, computers are providing new tools for data collection, imaging, and treatment. During research and development of complex technologies and devices such as artificial hearts, computer simulation can provide more reliable information than experimentation on large animals. In these specific settings, animal experimentation should serve more to validate computer models of complex devices than to demonstrate their reliability.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Xie, Tianwu; Zaidi, Habib, E-mail: habib.zaidi@hcuge.ch; Geneva Neuroscience Center, Geneva University, Geneva CH-1205
The development of multimodality preclinical imaging techniques and the rapid growth of realistic computer simulation tools have promoted the construction and application of computational laboratory animal models in preclinical research. Since the early 1990s, over 120 realistic computational animal models have been reported in the literature and used as surrogates to characterize the anatomy of actual animals for the simulation of preclinical studies involving the use of bioluminescence tomography, fluorescence molecular tomography, positron emission tomography, single-photon emission computed tomography, microcomputed tomography, magnetic resonance imaging, and optical imaging. Other applications include electromagnetic field simulation, ionizing and nonionizing radiation dosimetry, and themore » development and evaluation of new methodologies for multimodality image coregistration, segmentation, and reconstruction of small animal images. This paper provides a comprehensive review of the history and fundamental technologies used for the development of computational small animal models with a particular focus on their application in preclinical imaging as well as nonionizing and ionizing radiation dosimetry calculations. An overview of the overall process involved in the design of these models, including the fundamental elements used for the construction of different types of computational models, the identification of original anatomical data, the simulation tools used for solving various computational problems, and the applications of computational animal models in preclinical research. The authors also analyze the characteristics of categories of computational models (stylized, voxel-based, and boundary representation) and discuss the technical challenges faced at the present time as well as research needs in the future.« less
The Roles of Mental Animations and External Animations in Understanding Mechanical Systems
ERIC Educational Resources Information Center
Hegarty, Mary; Kriz, Sarah; Cate, Christina
2003-01-01
The effects of computer animations and mental animation on people's mental models of a mechanical system are examined. In 3 experiments, students learned how a mechanical system works from various instructional treatments including viewing a static diagram of the machine, predicting motion from static diagrams, viewing computer animations, and…
Developing Educational Computer Animation Based on Human Personality Types
ERIC Educational Resources Information Center
Musa, Sajid; Ziatdinov, Rushan; Sozcu, Omer Faruk; Griffiths, Carol
2015-01-01
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. By its definition, it refers to simulated motion pictures showing movement of drawn objects, and is often defined as the art in movement. Its educational application known as educational computer animation is considered…
Using a Computer Animation to Teach High School Molecular Biology
ERIC Educational Resources Information Center
Rotbain, Yosi; Marbach-Ad, Gili; Stavy, Ruth
2008-01-01
We present an active way to use a computer animation in secondary molecular genetics class. For this purpose we developed an activity booklet that helps students to work interactively with a computer animation which deals with abstract concepts and processes in molecular biology. The achievements of the experimental group were compared with those…
Computer-Generated, Three-Dimensional Character Animation.
ERIC Educational Resources Information Center
Van Baerle, Susan Lynn
This master's thesis begins by discussing the differences between 3-D computer animation of solid three-dimensional, or monolithic, objects, and the animation of characters, i.e., collections of movable parts with soft pliable surfaces. Principles from two-dimensional character animation that can be transferred to three-dimensional character…
Reinforcement learning and decision making in monkeys during a competitive game.
Lee, Daeyeol; Conroy, Michelle L; McGreevy, Benjamin P; Barraclough, Dominic J
2004-12-01
Animals living in a dynamic environment must adjust their decision-making strategies through experience. To gain insights into the neural basis of such adaptive decision-making processes, we trained monkeys to play a competitive game against a computer in an oculomotor free-choice task. The animal selected one of two visual targets in each trial and was rewarded only when it selected the same target as the computer opponent. To determine how the animal's decision-making strategy can be affected by the opponent's strategy, the computer opponent was programmed with three different algorithms that exploited different aspects of the animal's choice and reward history. When the computer selected its targets randomly with equal probabilities, animals selected one of the targets more often, violating the prediction of probability matching, and their choices were systematically influenced by the choice history of the two players. When the computer exploited only the animal's choice history but not its reward history, animal's choice became more independent of its own choice history but was still related to the choice history of the opponent. This bias was substantially reduced, but not completely eliminated, when the computer used the choice history of both players in making its predictions. These biases were consistent with the predictions of reinforcement learning, suggesting that the animals sought optimal decision-making strategies using reinforcement learning algorithms.
Using Animation to Support the Teaching of Computer Game Development Techniques
ERIC Educational Resources Information Center
Taylor, Mark John; Pountney, David C.; Baskett, M.
2008-01-01
In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie computer games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static…
ERIC Educational Resources Information Center
Stredney, Donald Larry
An overview of computer animation and the techniques involved in its creation is provided in the introduction to this masters thesis, which focuses on the problems encountered by students in learning the forms and functions of complex anatomical structures and ways in which computer animation can address these problems. The objectives for,…
ERIC Educational Resources Information Center
Sanna, Andrea; Valpreda, Fabrizio
2017-01-01
The purpose of this study was to compare different students' backgrounds and two different didactic methodologies to profitably teach computer animation in Italian schools of design and engineering. Teachers and instructors have long been engaged in discussions to define effective curricula for teaching computer animation. Various…
ERIC Educational Resources Information Center
Rosenthal, Deborah P.; Sanger, Michael J.
2013-01-01
Two groups of students were shown unnarrated versions of two different particulate-level computer animations of varying complexity depicting the oxidation-reduction reaction of aqueous silver nitrate and solid copper metal; one group saw the more simplified animation first and the more complex animation second while the other group saw these…
Dry coupling for whole-body small-animal photoacoustic computed tomography
NASA Astrophysics Data System (ADS)
Yeh, Chenghung; Li, Lei; Zhu, Liren; Xia, Jun; Li, Chiye; Chen, Wanyi; Garcia-Uribe, Alejandro; Maslov, Konstantin I.; Wang, Lihong V.
2017-04-01
We have enhanced photoacoustic computed tomography with dry acoustic coupling that eliminates water immersion anxiety and wrinkling of the animal and facilitates incorporating complementary modalities and procedures. The dry acoustic coupler is made of a tubular elastic membrane enclosed by a closed transparent water tank. The tubular membrane ensures water-free contact with the animal, and the closed water tank allows pressurization for animal stabilization. The dry coupler was tested using a whole-body small-animal ring-shaped photoacoustic computed tomography system. Dry coupling was found to provide image quality comparable to that of conventional water coupling.
Applications of computer-graphics animation for motion-perception research
NASA Technical Reports Server (NTRS)
Proffitt, D. R.; Kaiser, M. K.
1986-01-01
The advantages and limitations of using computer animated stimuli in studying motion perception are presented and discussed. Most current programs of motion perception research could not be pursued without the use of computer graphics animation. Computer generated displays afford latitudes of freedom and control that are almost impossible to attain through conventional methods. There are, however, limitations to this presentational medium. At present, computer generated displays present simplified approximations of the dynamics in natural events. Very little is known about how the differences between natural events and computer simulations influence perceptual processing. In practice, the differences are assumed to be irrelevant to the questions under study, and that findings with computer generated stimuli will generalize to natural events.
A computer vision for animal ecology.
Weinstein, Ben G
2018-05-01
A central goal of animal ecology is to observe species in the natural world. The cost and challenge of data collection often limit the breadth and scope of ecological study. Ecologists often use image capture to bolster data collection in time and space. However, the ability to process these images remains a bottleneck. Computer vision can greatly increase the efficiency, repeatability and accuracy of image review. Computer vision uses image features, such as colour, shape and texture to infer image content. I provide a brief primer on ecological computer vision to outline its goals, tools and applications to animal ecology. I reviewed 187 existing applications of computer vision and divided articles into ecological description, counting and identity tasks. I discuss recommendations for enhancing the collaboration between ecologists and computer scientists and highlight areas for future growth of automated image analysis. © 2017 The Author. Journal of Animal Ecology © 2017 British Ecological Society.
NASA Technical Reports Server (NTRS)
Hom, Kam W.
1994-01-01
In this video, several examples of electromagnetic field and surface-current animation sequences are shown to demonstrate the visualization capabilities of the EM-ANIMATE computer program. These examples show the animation of total and scattered electric near fields from test bodies of a flat plate, a corner reflector, and a sphere. These test cases show the electric-field behavior caused by different scattering mechanisms through the animation of electromagnetic data from the EM-ANIMATE routine.
FLEXAN (version 2.0) user's guide
NASA Technical Reports Server (NTRS)
Stallcup, Scott S.
1989-01-01
The FLEXAN (Flexible Animation) computer program, Version 2.0 is described. FLEXAN animates 3-D wireframe structural dynamics on the Evans and Sutherland PS300 graphics workstation with a VAX/VMS host computer. Animation options include: unconstrained vibrational modes, mode time histories (multiple modes), delta time histories (modal and/or nonmodal deformations), color time histories (elements of the structure change colors through time), and rotational time histories (parts of the structure rotate through time). Concurrent color, mode, delta, and rotation, time history animations are supported. FLEXAN does not model structures or calculate the dynamics of structures; it only animates data from other computer programs. FLEXAN was developed to aid in the study of the structural dynamics of spacecraft.
Visualization Tools for Teaching Computer Security
ERIC Educational Resources Information Center
Yuan, Xiaohong; Vega, Percy; Qadah, Yaseen; Archer, Ricky; Yu, Huiming; Xu, Jinsheng
2010-01-01
Using animated visualization tools has been an important teaching approach in computer science education. We have developed three visualization and animation tools that demonstrate various information security concepts and actively engage learners. The information security concepts illustrated include: packet sniffer and related computer network…
The Use of Audio and Animation in Computer Based Instruction.
ERIC Educational Resources Information Center
Koroghlanian, Carol; Klein, James D.
This study investigated the effects of audio, animation, and spatial ability in a computer-based instructional program for biology. The program presented instructional material via test or audio with lean text and included eight instructional sequences presented either via static illustrations or animations. High school students enrolled in a…
Study of Image Qualities From 6D Robot-Based CBCT Imaging System of Small Animal Irradiator.
Sharma, Sunil; Narayanasamy, Ganesh; Clarkson, Richard; Chao, Ming; Moros, Eduardo G; Zhang, Xin; Yan, Yulong; Boerma, Marjan; Paudel, Nava; Morrill, Steven; Corry, Peter; Griffin, Robert J
2017-01-01
To assess the quality of cone beam computed tomography images obtained by a robotic arm-based and image-guided small animal conformal radiation therapy device. The small animal conformal radiation therapy device is equipped with a 40 to 225 kV X-ray tube mounted on a custom made gantry, a 1024 × 1024 pixels flat panel detector (200 μm resolution), a programmable 6 degrees of freedom robot for cone beam computed tomography imaging and conformal delivery of radiation doses. A series of 2-dimensional radiographic projection images were recorded in cone beam mode by placing and rotating microcomputed tomography phantoms on the "palm' of the robotic arm. Reconstructed images were studied for image quality (spatial resolution, image uniformity, computed tomography number linearity, voxel noise, and artifacts). Geometric accuracy was measured to be 2% corresponding to 0.7 mm accuracy on a Shelley microcomputed tomography QA phantom. Qualitative resolution of reconstructed axial computed tomography slices using the resolution coils was within 200 μm. Quantitative spatial resolution was found to be 3.16 lp/mm. Uniformity of the system was measured within 34 Hounsfield unit on a QRM microcomputed tomography water phantom. Computed tomography numbers measured using the linearity plate were linear with material density ( R 2 > 0.995). Cone beam computed tomography images of the QRM multidisk phantom had minimal artifacts. Results showed that the small animal conformal radiation therapy device is capable of producing high-quality cone beam computed tomography images for precise and conformal small animal dose delivery. With its high-caliber imaging capabilities, the small animal conformal radiation therapy device is a powerful tool for small animal research.
NASA Astrophysics Data System (ADS)
Whitford, Dennis J.
2002-05-01
This paper, the second of a two-part series, introduces undergraduate students to ocean wave forecasting using interactive computer-generated visualization and animation. Verbal descriptions and two-dimensional illustrations are often insufficient for student comprehension. Fortunately, the introduction of computers in the geosciences provides a tool for addressing this problem. Computer-generated visualization and animation, accompanied by oral explanation, have been shown to be a pedagogical improvement to more traditional methods of instruction. Cartographic science and other disciplines using geographical information systems have been especially aggressive in pioneering the use of visualization and animation, whereas oceanography has not. This paper will focus on the teaching of ocean swell wave forecasting, often considered a difficult oceanographic topic due to the mathematics and physics required, as well as its interdependence on time and space. Several MATLAB ® software programs are described and offered to visualize and animate group speed, frequency dispersion, angular dispersion, propagation, and wave height forecasting of deep water ocean swell waves. Teachers may use these interactive visualizations and animations without requiring an extensive background in computer programming.
Virtual reality and 3D animation in forensic visualization.
Ma, Minhua; Zheng, Huiru; Lallie, Harjinder
2010-09-01
Computer-generated three-dimensional (3D) animation is an ideal media to accurately visualize crime or accident scenes to the viewers and in the courtrooms. Based upon factual data, forensic animations can reproduce the scene and demonstrate the activity at various points in time. The use of computer animation techniques to reconstruct crime scenes is beginning to replace the traditional illustrations, photographs, and verbal descriptions, and is becoming popular in today's forensics. This article integrates work in the areas of 3D graphics, computer vision, motion tracking, natural language processing, and forensic computing, to investigate the state-of-the-art in forensic visualization. It identifies and reviews areas where new applications of 3D digital technologies and artificial intelligence could be used to enhance particular phases of forensic visualization to create 3D models and animations automatically and quickly. Having discussed the relationships between major crime types and level-of-detail in corresponding forensic animations, we recognized that high level-of-detail animation involving human characters, which is appropriate for many major crime types but has had limited use in courtrooms, could be useful for crime investigation. © 2010 American Academy of Forensic Sciences.
An Approach to Effortless Construction of Program Animations
ERIC Educational Resources Information Center
Velazquez-Iturbide, J. Angel; Pareja-Flores, Cristobal; Urquiza-Fuentes, Jaime
2008-01-01
Program animation systems have not been as widely adopted by computer science educators as we might expect from the firm belief that they can help in enhancing computer science education. One of the most notable obstacles to their adoption is the considerable effort that the production of program animations represents for the instructor. We…
Cardiovascular Physiology Teaching: Computer Simulations vs. Animal Demonstrations.
ERIC Educational Resources Information Center
Samsel, Richard W.; And Others
1994-01-01
At the introductory level, the computer provides an effective alternative to using animals for laboratory teaching. Computer software can simulate the operation of multiple organ systems. Advantages of software include alteration of variables that are not easily changed in vivo, repeated interventions, and cost-effective hands-on student access.…
Knowledge Acquisition with Static and Animated Pictures in Computer-Based Learning.
ERIC Educational Resources Information Center
Schnotz, Wolfgang; Grzondziel, Harriet
In educational settings, computers provide specific possibilities of visualizing information for instructional purposes. Besides the use of static pictures, computers can present animated pictures which allow exploratory manipulation by the learner and display the dynamic behavior of a system. This paper develops a theoretical framework for…
ERIC Educational Resources Information Center
Openshaw, Peter
1988-01-01
Presented are five ideas for A-level biology experiments using a laboratory computer interface. Topics investigated include photosynthesis, yeast growth, animal movements, pulse rates, and oxygen consumption and production by organisms. Includes instructions specific to the BBC computer system. (CW)
Video-signal synchronizes registration of visual evoked responses.
Vít, F; Kuba, M; Kremlácek, J; Kubová, Z; Horevaj, M
1996-01-01
Autodesk Animator software offers the suitable technique for visual stimulation in the registration of visual evoked responses (VERs). However, it is not possible to generate pulses that are synchronous with the animated sequences on any output port of the computer. These pulses are necessary for the synchronization of the computer that makes the registration of the VERs. The principle of the circuit is presented that is able to provide the synchronization of the analyzer with the stimulation computer using Autodesk Animator software.
Use of Animation in Teaching Cell Biology
2004-01-01
To address the different learning styles of students, and because students can access animation from off-campus computers, the use of digital animation in teaching cell biology has become increasingly popular. Sample processes from cell biology that are more clearly presented in animation than in static illustrations are identified. The value of animation is evaluated on whether the process being taught involves motion, cellular location, or sequential order of numerous events. Computer programs for developing animation and animations associated with cell biology textbooks are reviewed, and links to specific examples of animation are given. Finally, future teaching tools for all fields of biology will increasingly benefit from an expansion of animation to the use of simulation. One purpose of this review is to encourage the widespread use of animations in biology teaching by discussing the nature of digital animation. PMID:15526065
ERIC Educational Resources Information Center
Kaplan, Danielle E.; Wu, Erin Chia-ling
2006-01-01
Our research suggests static and animated graphics can lead to more animated thinking and more correct problem solving in computer-based probability learning. Pilot software modules were developed for graduate online statistics courses and representation research. A study with novice graduate student statisticians compared problem solving in five…
2-D Animation's Not Just for Mickey Mouse.
ERIC Educational Resources Information Center
Weinman, Lynda
1995-01-01
Discusses characteristics of two-dimensional (2-D) animation; highlights include character animation, painting issues, and motion graphics. Sidebars present Silicon Graphics animations tools and 2-D animation programs for the desktop computer. (DGM)
Teaching 3D computer animation to illustrators: the instructor as translator and technical director.
Koning, Wobbe F
2012-01-01
An art instructor discusses the difficulties he's encountered teaching computer graphics skills to undergraduate art students. To help the students, he introduced an automated-rigging script for character animation.
Computer-task testing of rhesus monkeys (Macaca mulatta) in the social milieu.
Washburn, D A; Harper, S; Rumbaugh, D M
1994-07-01
Previous research has demonstrated that a behavior and performance testing paradigm, in which rhesus monkeys (Macaca mulatta) manipulate a joystick to respond to computer-generated stimuli, provides environmental enrichment and supports the psychological well-being of captive research animals. The present study was designed to determine whether computer-task activity would be affected by pair-housing animals that had previously been tested only in their single-animal home cages. No differences were observed in productivity or performance levels as a function of housing condition, even when the animals were required to "self-identify" prior to performing each trial. The data indicate that cognitive challenge and control are as preferred by the animals as social opportunities, and that, together with comfort/health considerations, each must be addressed for the assurance of psychological well-being.
ERIC Educational Resources Information Center
Harris, Daniel Wyatt
2012-01-01
Research examining animation use for student learning has been conducted in the last two decades across a multitude of instructional environments and content areas. The extensive construction and implementation of animations in learning resulted from the availability of powerful computing systems and the perceived advantages the novel medium…
ERIC Educational Resources Information Center
Kariuki, Patrick; Paulson, Ronda
The purpose of this study was to examine the effectiveness of computer-animated dissection techniques versus the effectiveness of traditional dissection techniques as related to student achievement. The sample used was 104 general biology students from a small, rural high school in Northeast Tennessee. Random selection was used to separate the…
Using Videos and 3D Animations for Conceptual Learning in Basic Computer Units
ERIC Educational Resources Information Center
Cakiroglu, Unal; Yilmaz, Huseyin
2017-01-01
This article draws on a one-semester study to investigate the effect of videos and 3D animations on students' conceptual understandings about basic computer units. A quasi-experimental design was carried out in two classrooms; videos and 3D animations were used in classroom activities in one group and those were used for homework in the other…
Animal-Related Computer Simulation Programs for Use in Education and Research. AWIC Series Number 1.
ERIC Educational Resources Information Center
Engler, Kevin P.
Computer models have definite limitations regarding the representation of biological systems, but they do have useful applications in reducing the number of animals used to study physiological systems, especially for educational purposes. This guide lists computer models that simulate living systems and can be used to demonstrate physiological,…
Production of Computer Animated Movies for Educational Purposes.
ERIC Educational Resources Information Center
Elberg, H. H.
A detailed account is given in this paper of the procedures and the equipment used in producing six computer-animated instructional movies. First, the sequence of events were described in a script, which, together with the analytical expressions that were dealt with, formed the basis of a program. Then, the program was run on a computer and the…
NASA Astrophysics Data System (ADS)
Whitford, Dennis J.
2002-05-01
Ocean waves are the most recognized phenomena in oceanography. Unfortunately, undergraduate study of ocean wave dynamics and forecasting involves mathematics and physics and therefore can pose difficulties with some students because of the subject's interrelated dependence on time and space. Verbal descriptions and two-dimensional illustrations are often insufficient for student comprehension. Computer-generated visualization and animation offer a visually intuitive and pedagogically sound medium to present geoscience, yet there are very few oceanographic examples. A two-part article series is offered to explain ocean wave forecasting using computer-generated visualization and animation. This paper, Part 1, addresses forecasting of sea wave conditions and serves as the basis for the more difficult topic of swell wave forecasting addressed in Part 2. Computer-aided visualization and animation, accompanied by oral explanation, are a welcome pedagogical supplement to more traditional methods of instruction. In this article, several MATLAB ® software programs have been written to visualize and animate development and comparison of wave spectra, wave interference, and forecasting of sea conditions. These programs also set the stage for the more advanced and difficult animation topics in Part 2. The programs are user-friendly, interactive, easy to modify, and developed as instructional tools. By using these software programs, teachers can enhance their instruction of these topics with colorful visualizations and animation without requiring an extensive background in computer programming.
Computer Modeling of Microbiological Experiments in the Teaching Laboratory: Animation Techniques.
ERIC Educational Resources Information Center
Tritz, Gerald J.
1987-01-01
Discusses the use of computer assisted instruction in the medical education program of the Kirksville College of Osteopathic Medicine (Missouri). Describes the animation techniques used in a series of simulations for microbiology. (TW)
Woo, Kevin L; Rieucau, Guillaume
2008-07-01
The increasing use of the video playback technique in behavioural ecology reveals a growing need to ensure better control of the visual stimuli that focal animals experience. Technological advances now allow researchers to develop computer-generated animations instead of using video sequences of live-acting demonstrators. However, care must be taken to match the motion characteristics (speed and velocity) of the animation to the original video source. Here, we presented a tool based on the use of an optic flow analysis program to measure the resemblance of motion characteristics of computer-generated animations compared to videos of live-acting animals. We examined three distinct displays (tail-flick (TF), push-up body rock (PUBR), and slow arm wave (SAW)) exhibited by animations of Jacky dragons (Amphibolurus muricatus) that were compared to the original video sequences of live lizards. We found no significant differences between the motion characteristics of videos and animations across all three displays. Our results showed that our animations are similar the speed and velocity features of each display. Researchers need to ensure that similar motion characteristics in animation and video stimuli are represented, and this feature is a critical component in the future success of the video playback technique.
Real time animation of space plasma phenomena
NASA Technical Reports Server (NTRS)
Jordan, K. F.; Greenstadt, E. W.
1987-01-01
In pursuit of real time animation of computer simulated space plasma phenomena, the code was rewritten for the Massively Parallel Processor (MPP). The program creates a dynamic representation of the global bowshock which is based on actual spacecraft data and designed for three dimensional graphic output. This output consists of time slice sequences which make up the frames of the animation. With the MPP, 16384, 512 or 4 frames can be calculated simultaneously depending upon which characteristic is being computed. The run time was greatly reduced which promotes the rapid sequence of images and makes real time animation a foreseeable goal. The addition of more complex phenomenology in the constructed computer images is now possible and work proceeds to generate these images.
ERIC Educational Resources Information Center
Kaisarevic, Sonja N.; Andric, Silvana A.; Kostic, Tatjana S.
2017-01-01
In response to the Bologna Declaration and contemporary trends in Animal Physiology education, the Animal Physiology course at the Faculty of Sciences, University of Novi Sad, Serbia, has evolved over a 12-year period (2001-2012): from a classical two-semester course toward a one-semester course utilizing computer simulations of animal…
Time-scheduled delivery of computer health animations: "Installing" healthy habits of computer use.
Wang, Sy-Chyi; Chern, Jin-Yuan
2013-06-01
The development of modern technology brings convenience to our lives but removes physical activity from our daily routines, thereby putting our lives at risk. Extended computer use may contribute to symptoms such as visual impairment and musculoskeletal disorders. To help reduce the risk of physical inactivity and promote healthier computer use, this study developed a time-scheduled delivery of health-related animations for users sitting in front of computers for prolonged periods. In addition, we examined the effects that the program had on the computer-related health behavior intentions and actions of participants. Two waves of questionnaires were implemented for data collection before and after intervention. The results showed that the animation program indeed had a positive effect on participants' healthy computer use actions in terms of breathtaking, body massages, and body stretches. It also helped to bridge the intention-action gap of the health behaviors. The development and evaluation were documented, and users' experiences/suggestions were discussed at the end.
ERIC Educational Resources Information Center
Lin, Huifen; Chen, Tsuiping; Dwyer, Francis M.
2006-01-01
The purpose of this experimental study was to compare the effects of using static visuals versus computer-generated animation to enhance learners' comprehension and retention of a content-based lesson in a computer-based learning environment for learning English as a foreign language (EFL). Fifty-eight students from two EFL reading sections were…
Hop, Skip and Jump: Animation Software.
ERIC Educational Resources Information Center
Eiser, Leslie
1986-01-01
Discusses the features of animation software packages, reviewing eight commercially available programs. Information provided for each program includes name, publisher, current computer(s) required, cost, documentation, input device, import/export capabilities, printing possibilities, what users can originate, types of image manipulation possible,…
Toward a computational theory for motion understanding: The expert animators model
NASA Technical Reports Server (NTRS)
Mohamed, Ahmed S.; Armstrong, William W.
1988-01-01
Artificial intelligence researchers claim to understand some aspect of human intelligence when their model is able to emulate it. In the context of computer graphics, the ability to go from motion representation to convincing animation should accordingly be treated not simply as a trick for computer graphics programmers but as important epistemological and methodological goal. In this paper we investigate a unifying model for animating a group of articulated bodies such as humans and robots in a three-dimensional environment. The proposed model is considered in the framework of knowledge representation and processing, with special reference to motion knowledge. The model is meant to help setting the basis for a computational theory for motion understanding applied to articulated bodies.
Effective Parallel Algorithm Animation
1994-03-01
parallel computer. The system incorporates the 14 Parallel Processing System us" r User User UMe PMwuM Progra Propu Plropm ýData Dots Data Daft...that produce meaningful animations. The following sections outline characteristics 146 Animation 0 71 r 40 02 I 5 * *2! 4 Idle Bu~sy Send Recv 7...Event Simulation. Technical Report, Georgia Institute of Technology, 1992. 22. Garey, Michael R . and David S. Johnson. Computers and Intractability: A
The Impact of Animation in CD-ROM Books on Students' Reading Behaviors and Comprehension.
ERIC Educational Resources Information Center
Okolo, Cindy; Hayes, Renee
This study evaluated the use of children's literature presented via one of three conditions: an adult reading a book to the child; the child reading a CD-ROM version of a book on the computer but without animation; and the child reading the book on the computer with high levels of animation. The study, in one primary grade classroom, involved 10…
Refinement, Reduction, and Replacement of Animal Toxicity Tests by Computational Methods.
Ford, Kevin A
2016-12-01
Widespread public and scientific interest in promoting the care and well-being of animals used for toxicity testing has given rise to improvements in animal welfare practices and views over time, as well as laws and regulations that support means to reduce, refine, and replace animal use (known as the 3Rs) in certain toxicity studies. One way these regulations continue to achieve their aim is by promoting the research, development, and application of alternative testing approaches to characterize potential toxicities either without animals or with minimal use. An important example of an alternative approach is the use of computational toxicology models. Along with the potential capacity to reduce or replace the use of animals for the assessment of particular toxicological endpoints, computational models offer several advantages compared to in vitro and in vivo approaches, including cost-effectiveness, rapid availability of results, and the ability to fully standardize procedures. Pharmaceutical research incorporating the use of computational models has increased steadily over the past 15 years, likely driven by the motivation of companies to screen out toxic compounds in the early stages of development. Models are currently available to aid in the prediction of several important toxicological endpoints, including mutagenicity, carcinogenicity, eye irritation, hepatotoxicity, and skin sensitization, albeit with varying degrees of success. This review serves to introduce the concepts of computational toxicology and evaluate their role in the safety assessment of compounds, while also highlighting the application of in silico methods in the support of the goal and vision of the 3Rs. © The Author 2016. Published by Oxford University Press on behalf of the Institute for Laboratory Animal Research.All rights reserved. For permissions, please email: journals.permissions@oup.com.
Improving Perceptual Skills with 3-Dimensional Animations.
ERIC Educational Resources Information Center
Johns, Janet Faye; Brander, Julianne Marie
1998-01-01
Describes three-dimensional computer aided design (CAD) models for every component in a representative mechanical system; the CAD models made it easy to generate 3-D animations that are ideal for teaching perceptual skills in multimedia computer-based technical training. Fifteen illustrations are provided. (AEF)
Animating functional anatomy for the web.
Guttmann, G D
2000-04-15
The instructor sometimes has a complex task in explaining the concepts of functional anatomy and embryology to health professional students. However, animations can easily illustrate functional anatomy, clinical procedures, or the developing embryo. Web animation increases the accessibility of this information and makes it much more useful for independent student learning. A modified version of the animation can also be used for patient education. This article defines animation, provides a brief history of animation, discusses the principles of animation, illustrates and evaluates some of the video-editing or movie-making computer software programs, and shows examples of two of the author's animations. These two animations are the inferior alveolar nerve block from the mandibular nerve anesthetics unit and normal temporomandibular joint (TMJ) function from the muscles of the mastication and the TMJ function unit. The software discussed are the industry leaders and have made the job of producing computer-based animations much easier. The programs are Adobe Premiere, Adobe After Effects, Apple QuickTime and Macromedia Flash .
ERIC Educational Resources Information Center
Matsuda, Hiroshi; Shindo, Yoshiaki
2006-01-01
The 3D computer graphics (3D-CG) animation using a virtual actor's speaking is very effective as an educational medium. But it takes a long time to produce a 3D-CG animation. To reduce the cost of producing 3D-CG educational contents and improve the capability of the education system, we have developed a new education system using Virtual Actor.…
Inner Ear Damage during Decompression from Deep Dives 1975-1982.
1984-01-01
was controlled and delivered by a computer-based system (PDP 11/04 computer; Digital Equipment Corp.). During training and testing, the animals were...decompression sickness. Initial trials with control animals had shown that the monkeys could withstand the Table 6 treatment .thout showing visible...observed shortly after the dive (Fig. 3). In this regard, the amount of exudate is similar to that observed in control animals. Moreover, bone and/or
Campbell, Vincent
2009-03-01
Extinct animals have always been popular subjects for the media, in both fiction, and factual output. In recent years, a distinctive new type of factual television program has emerged in which computer generated imagery is used extensively to bring extinct animals back to life. Such has been the commercial audience success of these programs that they have generated some public and academic debates about their relative status as science, documentary, and entertainment, as well as about their reflection of trends in factual television production, and the aesthetic tensions in the application of new media technologies. Such discussions ignore a crucial contextual feature of computer generated extinct animal programs, namely the established tradition of paleoimagery. This paper examines a selection of extinct animal shows in terms of the dominant frames of the paleoimagery genre. The paper suggests that such an examination has two consequences. First, it allows for a more context-sensitive evaluation of extinct animal programs, acknowledging rather than ignoring relevant representational traditions. Second, it allows for an appraisal and evaluation of public and critical reception of extinct animal programs above and beyond the traditional debates about tensions between science, documentary, entertainment, and public understanding.
Fernando, Rohan L; Cheng, Hao; Golden, Bruce L; Garrick, Dorian J
2016-12-08
Two types of models have been used for single-step genomic prediction and genome-wide association studies that include phenotypes from both genotyped animals and their non-genotyped relatives. The two types are breeding value models (BVM) that fit breeding values explicitly and marker effects models (MEM) that express the breeding values in terms of the effects of observed or imputed genotypes. MEM can accommodate a wider class of analyses, including variable selection or mixture model analyses. The order of the equations that need to be solved and the inverses required in their construction vary widely, and thus the computational effort required depends upon the size of the pedigree, the number of genotyped animals and the number of loci. We present computational strategies to avoid storing large, dense blocks of the MME that involve imputed genotypes. Furthermore, we present a hybrid model that fits a MEM for animals with observed genotypes and a BVM for those without genotypes. The hybrid model is computationally attractive for pedigree files containing millions of animals with a large proportion of those being genotyped. We demonstrate the practicality on both the original MEM and the hybrid model using real data with 6,179,960 animals in the pedigree with 4,934,101 phenotypes and 31,453 animals genotyped at 40,214 informative loci. To complete a single-trait analysis on a desk-top computer with four graphics cards required about 3 h using the hybrid model to obtain both preconditioned conjugate gradient solutions and 42,000 Markov chain Monte-Carlo (MCMC) samples of breeding values, which allowed making inferences from posterior means, variances and covariances. The MCMC sampling required one quarter of the effort when the hybrid model was used compared to the published MEM. We present a hybrid model that fits a MEM for animals with genotypes and a BVM for those without genotypes. Its practicality and considerable reduction in computing effort was demonstrated. This model can readily be extended to accommodate multiple traits, multiple breeds, maternal effects, and additional random effects such as polygenic residual effects.
MARTI: man-machine animation real-time interface
NASA Astrophysics Data System (ADS)
Jones, Christian M.; Dlay, Satnam S.
1997-05-01
The research introduces MARTI (man-machine animation real-time interface) for the realization of natural human-machine interfacing. The system uses simple vocal sound-tracks of human speakers to provide lip synchronization of computer graphical facial models. We present novel research in a number of engineering disciplines, which include speech recognition, facial modeling, and computer animation. This interdisciplinary research utilizes the latest, hybrid connectionist/hidden Markov model, speech recognition system to provide very accurate phone recognition and timing for speaker independent continuous speech, and expands on knowledge from the animation industry in the development of accurate facial models and automated animation. The research has many real-world applications which include the provision of a highly accurate and 'natural' man-machine interface to assist user interactions with computer systems and communication with one other using human idiosyncrasies; a complete special effects and animation toolbox providing automatic lip synchronization without the normal constraints of head-sets, joysticks, and skilled animators; compression of video data to well below standard telecommunication channel bandwidth for video communications and multi-media systems; assisting speech training and aids for the handicapped; and facilitating player interaction for 'video gaming' and 'virtual worlds.' MARTI has introduced a new level of realism to man-machine interfacing and special effect animation which has been previously unseen.
Sound For Animation And Virtual Reality
NASA Technical Reports Server (NTRS)
Hahn, James K.; Docter, Pete; Foster, Scott H.; Mangini, Mark; Myers, Tom; Wenzel, Elizabeth M.; Null, Cynthia (Technical Monitor)
1995-01-01
Sound is an integral part of the experience in computer animation and virtual reality. In this course, we will present some of the important technical issues in sound modeling, rendering, and synchronization as well as the "art" and business of sound that are being applied in animations, feature films, and virtual reality. The central theme is to bring leading researchers and practitioners from various disciplines to share their experiences in this interdisciplinary field. The course will give the participants an understanding of the problems and techniques involved in producing and synchronizing sounds, sound effects, dialogue, and music. The problem spans a number of domains including computer animation and virtual reality. Since sound has been an integral part of animations and films much longer than for computer-related domains, we have much to learn from traditional animation and film production. By bringing leading researchers and practitioners from a wide variety of disciplines, the course seeks to give the audience a rich mixture of experiences. It is expected that the audience will be able to apply what they have learned from this course in their research or production.
Children's Interpretations of Computer-Animated Dinosaurs in Live Theatre: "Dinosaurus".
ERIC Educational Resources Information Center
Klein, Jeanne M.
To explore media theories of perceived reality regarding factuality, social, and physical realism, and "videocy" (or theatrical spectacle), 32 children in first, third, and fifth grades were individually interviewed after attending a production of "Dinosaurus" which included computer-animated dinosaurs. Contrary to beliefs that…
Cognitive Support for Learning Computer-Based Tasks Using Animated Demonstration
ERIC Educational Resources Information Center
Chen, Chun-Ying
2016-01-01
This study investigated the influence of cognitive support for learning computer-based tasks using animated demonstration (AD) on instructional efficiency. Cognitive support included (1) segmentation and learner control introducing interactive devices that allow content sequencing through a navigational menu, and content pacing through stop and…
Wu, Xiao-Lin; Sun, Chuanyu; Beissinger, Timothy M; Rosa, Guilherme Jm; Weigel, Kent A; Gatti, Natalia de Leon; Gianola, Daniel
2012-09-25
Most Bayesian models for the analysis of complex traits are not analytically tractable and inferences are based on computationally intensive techniques. This is true of Bayesian models for genome-enabled selection, which uses whole-genome molecular data to predict the genetic merit of candidate animals for breeding purposes. In this regard, parallel computing can overcome the bottlenecks that can arise from series computing. Hence, a major goal of the present study is to bridge the gap to high-performance Bayesian computation in the context of animal breeding and genetics. Parallel Monte Carlo Markov chain algorithms and strategies are described in the context of animal breeding and genetics. Parallel Monte Carlo algorithms are introduced as a starting point including their applications to computing single-parameter and certain multiple-parameter models. Then, two basic approaches for parallel Markov chain Monte Carlo are described: one aims at parallelization within a single chain; the other is based on running multiple chains, yet some variants are discussed as well. Features and strategies of the parallel Markov chain Monte Carlo are illustrated using real data, including a large beef cattle dataset with 50K SNP genotypes. Parallel Markov chain Monte Carlo algorithms are useful for computing complex Bayesian models, which does not only lead to a dramatic speedup in computing but can also be used to optimize model parameters in complex Bayesian models. Hence, we anticipate that use of parallel Markov chain Monte Carlo will have a profound impact on revolutionizing the computational tools for genomic selection programs.
2012-01-01
Background Most Bayesian models for the analysis of complex traits are not analytically tractable and inferences are based on computationally intensive techniques. This is true of Bayesian models for genome-enabled selection, which uses whole-genome molecular data to predict the genetic merit of candidate animals for breeding purposes. In this regard, parallel computing can overcome the bottlenecks that can arise from series computing. Hence, a major goal of the present study is to bridge the gap to high-performance Bayesian computation in the context of animal breeding and genetics. Results Parallel Monte Carlo Markov chain algorithms and strategies are described in the context of animal breeding and genetics. Parallel Monte Carlo algorithms are introduced as a starting point including their applications to computing single-parameter and certain multiple-parameter models. Then, two basic approaches for parallel Markov chain Monte Carlo are described: one aims at parallelization within a single chain; the other is based on running multiple chains, yet some variants are discussed as well. Features and strategies of the parallel Markov chain Monte Carlo are illustrated using real data, including a large beef cattle dataset with 50K SNP genotypes. Conclusions Parallel Markov chain Monte Carlo algorithms are useful for computing complex Bayesian models, which does not only lead to a dramatic speedup in computing but can also be used to optimize model parameters in complex Bayesian models. Hence, we anticipate that use of parallel Markov chain Monte Carlo will have a profound impact on revolutionizing the computational tools for genomic selection programs. PMID:23009363
Blend Shape Interpolation and FACS for Realistic Avatar
NASA Astrophysics Data System (ADS)
Alkawaz, Mohammed Hazim; Mohamad, Dzulkifli; Basori, Ahmad Hoirul; Saba, Tanzila
2015-03-01
The quest of developing realistic facial animation is ever-growing. The emergence of sophisticated algorithms, new graphical user interfaces, laser scans and advanced 3D tools imparted further impetus towards the rapid advancement of complex virtual human facial model. Face-to-face communication being the most natural way of human interaction, the facial animation systems became more attractive in the information technology era for sundry applications. The production of computer-animated movies using synthetic actors are still challenging issues. Proposed facial expression carries the signature of happiness, sadness, angry or cheerful, etc. The mood of a particular person in the midst of a large group can immediately be identified via very subtle changes in facial expressions. Facial expressions being very complex as well as important nonverbal communication channel are tricky to synthesize realistically using computer graphics. Computer synthesis of practical facial expressions must deal with the geometric representation of the human face and the control of the facial animation. We developed a new approach by integrating blend shape interpolation (BSI) and facial action coding system (FACS) to create a realistic and expressive computer facial animation design. The BSI is used to generate the natural face while the FACS is employed to reflect the exact facial muscle movements for four basic natural emotional expressions such as angry, happy, sad and fear with high fidelity. The results in perceiving the realistic facial expression for virtual human emotions based on facial skin color and texture may contribute towards the development of virtual reality and game environment of computer aided graphics animation systems.
Techniques for animation of CFD results. [computational fluid dynamics
NASA Technical Reports Server (NTRS)
Horowitz, Jay; Hanson, Jeffery C.
1992-01-01
Video animation is becoming increasingly vital to the computational fluid dynamics researcher, not just for presentation, but for recording and comparing dynamic visualizations that are beyond the current capabilities of even the most powerful graphic workstation. To meet these needs, Lewis Research Center has recently established a facility to provide users with easy access to advanced video animation capabilities. However, producing animation that is both visually effective and scientifically accurate involves various technological and aesthetic considerations that must be understood both by the researcher and those supporting the visualization process. These considerations include: scan conversion, color conversion, and spatial ambiguities.
The Effect of Electronic Storybooks on Struggling Fourth-Graders' Reading Comprehension
ERIC Educational Resources Information Center
Ertem, Ihsan Seyit
2010-01-01
This quantitative research examined the differences in struggling readers' comprehension of storybooks according to the medium of presentation. Each student was randomly assigned with one of three conditions: (1) computer presentation of storybooks with animation; (2) computer presentation of storybooks without animation; and (3) traditional print…
Modelling and Simulation as a Recognizing Method in Education
ERIC Educational Resources Information Center
Stoffa, Veronika
2004-01-01
Computer animation-simulation models of complex processes and events, which are the method of instruction, can be an effective didactic device. Gaining deeper knowledge about objects modelled helps to plan simulation experiments oriented on processes and events researched. Animation experiments realized on multimedia computers can aid easier…
Classical Cosmology Through Animation Stories
NASA Astrophysics Data System (ADS)
Mijic, Milan; Kang, E. Y. E.; Longson, T.; State LA SciVi Project, Cal
2010-05-01
Computer animations are a powerful tool for explanation and communication of ideas, especially to a younger generation. Our team completed a three part sequence of short, computer animated stories about the insight and discoveries that lead to the understanding of the overall structure of the universe. Our principal characters are Immanuel Kant, Henrietta Leavitt, and Edwin Hubble. We utilized animations to model and visualize the physical concepts behind each discovery and to recreate the characters, locations, and flavor of the time. The animations vary in length from 6 to 11 minutes. The instructors or presenters may wish to utilize them separately or together. The animations may be used for learning classical cosmology in a visual way in GE astronomy courses, in pre-college science classes, or in public science education setting.
Müller, Klaus; Smielik, Ievgen; Hütwohl, Jan-Marco; Kuhnert, Klaus-Dieter; Witte, Klaudia
2017-01-01
Abstract The use of computer animation in behavioral research is a state-of-the-art method for designing and presenting animated animals to live test animals. The major advantages of computer animations are: (1) the creation of animated animal stimuli with high variability of morphology and even behavior; (2) animated stimuli provide highly standardized, controlled and repeatable testing procedures; and (3) they allow a reduction in the number of live test animals regarding the 3Rs principle. But the use of animated animals should be attended by a thorough validation for each test species to verify that behavior measured with live animals toward virtual animals can also be expected with natural stimuli. Here we present results on the validation of a custom-made simulation for animated 3D sailfin mollies Poecilia latipinna and show that responses of live test females were as strong to an animated fish as to a video or a live male fish. Movement of an animated stimulus was important but female response was stronger toward a swimming 3D fish stimulus than to a “swimming” box. Moreover, male test fish were able to discriminate between animated male and female stimuli; hence, rendering the animated 3D fish a useful tool in mate-choice experiments with sailfin mollies. PMID:29491964
Gierszewski, Stefanie; Müller, Klaus; Smielik, Ievgen; Hütwohl, Jan-Marco; Kuhnert, Klaus-Dieter; Witte, Klaudia
2017-02-01
The use of computer animation in behavioral research is a state-of-the-art method for designing and presenting animated animals to live test animals. The major advantages of computer animations are: (1) the creation of animated animal stimuli with high variability of morphology and even behavior; (2) animated stimuli provide highly standardized, controlled and repeatable testing procedures; and (3) they allow a reduction in the number of live test animals regarding the 3Rs principle. But the use of animated animals should be attended by a thorough validation for each test species to verify that behavior measured with live animals toward virtual animals can also be expected with natural stimuli. Here we present results on the validation of a custom-made simulation for animated 3D sailfin mollies Poecilia latipinna and show that responses of live test females were as strong to an animated fish as to a video or a live male fish. Movement of an animated stimulus was important but female response was stronger toward a swimming 3D fish stimulus than to a "swimming" box. Moreover, male test fish were able to discriminate between animated male and female stimuli; hence, rendering the animated 3D fish a useful tool in mate-choice experiments with sailfin mollies.
Technical and conceptual considerations for using animated stimuli in studies of animal behavior.
Chouinard-Thuly, Laura; Gierszewski, Stefanie; Rosenthal, Gil G; Reader, Simon M; Rieucau, Guillaume; Woo, Kevin L; Gerlai, Robert; Tedore, Cynthia; Ingley, Spencer J; Stowers, John R; Frommen, Joachim G; Dolins, Francine L; Witte, Klaudia
2017-02-01
Rapid technical advances in the field of computer animation (CA) and virtual reality (VR) have opened new avenues in animal behavior research. Animated stimuli are powerful tools as they offer standardization, repeatability, and complete control over the stimulus presented, thereby "reducing" and "replacing" the animals used, and "refining" the experimental design in line with the 3Rs. However, appropriate use of these technologies raises conceptual and technical questions. In this review, we offer guidelines for common technical and conceptual considerations related to the use of animated stimuli in animal behavior research. Following the steps required to create an animated stimulus, we discuss (I) the creation, (II) the presentation, and (III) the validation of CAs and VRs. Although our review is geared toward computer-graphically designed stimuli, considerations on presentation and validation also apply to video playbacks. CA and VR allow both new behavioral questions to be addressed and existing questions to be addressed in new ways, thus we expect a rich future for these methods in both ultimate and proximate studies of animal behavior.
Technical and conceptual considerations for using animated stimuli in studies of animal behavior
Rosenthal, Gil G.; Reader, Simon M.; Rieucau, Guillaume; Woo, Kevin L.; Gerlai, Robert; Tedore, Cynthia; Ingley, Spencer J.; Stowers, John R.; Frommen, Joachim G.; Dolins, Francine L.; Witte, Klaudia
2017-01-01
Abstract Rapid technical advances in the field of computer animation (CA) and virtual reality (VR) have opened new avenues in animal behavior research. Animated stimuli are powerful tools as they offer standardization, repeatability, and complete control over the stimulus presented, thereby “reducing” and “replacing” the animals used, and “refining” the experimental design in line with the 3Rs. However, appropriate use of these technologies raises conceptual and technical questions. In this review, we offer guidelines for common technical and conceptual considerations related to the use of animated stimuli in animal behavior research. Following the steps required to create an animated stimulus, we discuss (I) the creation, (II) the presentation, and (III) the validation of CAs and VRs. Although our review is geared toward computer-graphically designed stimuli, considerations on presentation and validation also apply to video playbacks. CA and VR allow both new behavioral questions to be addressed and existing questions to be addressed in new ways, thus we expect a rich future for these methods in both ultimate and proximate studies of animal behavior. PMID:29491958
ERIC Educational Resources Information Center
Sanger, Michael J.; Greenbowe, Thomas J.
2000-01-01
Investigates the effects of both computer animations of microscopic chemical processes occurring in a galvanic cell and conceptual-change instruction based on chemical demonstrations on students' conceptions of current flow in electrolyte solutions. Finds that conceptual change instruction was effective at dispelling student misconceptions but…
Sign Language for K-8 Mathematics by 3D Interactive Animation
ERIC Educational Resources Information Center
Adamo-Villani, Nicoletta; Doublestein, John; Martin, Zachary
2005-01-01
We present a new highly interactive computer animation tool to increase the mathematical skills of deaf children. We aim at increasing the effectiveness of (hearing) parents in teaching arithmetic to their deaf children, and the opportunity of deaf children to learn arithmetic via interactive media. Using state-of-the-art computer animation…
Computer Simulation of a Hardwood Processing Plant
D. Earl Kline; Philip A. Araman
1990-01-01
The overall purpose of this paper is to introduce computer simulation as a decision support tool that can be used to provide managers with timely information. A simulation/animation modeling procedure is demonstrated for wood products manufacuring systems. Simulation modeling techniques are used to assist in identifying and solving problems. Animation is used for...
A 21st-Century Art Room: The Remix of "Creativity" and Technology
ERIC Educational Resources Information Center
Bryant, Courtney
2010-01-01
This article describes the author's innovative approach to facilitating students' imaginations and critical thinking through a computer animation project. The author conducted a qualitative case study in a computer animation unit and explored urban high school students' use of creative problem-solving strategies, defined as techniques that offer…
ERIC Educational Resources Information Center
Palaigeorgiou, George; Despotakis, Theofanis
2010-01-01
Learning about computers continues to be regarded as a rather informal and complex landscape dominated by individual exploratory and opportunistic approaches, even for students and instructors in Computer Science Departments. During the last two decades, software animated demonstrations (SADs), also known as screencasts, have attracted particular…
Animation of finite element models and results
NASA Technical Reports Server (NTRS)
Lipman, Robert R.
1992-01-01
This is not intended as a complete review of computer hardware and software that can be used for animation of finite element models and results, but is instead a demonstration of the benefits of visualization using selected hardware and software. The role of raw computational power, graphics speed, and the use of videotape are discussed.
ERIC Educational Resources Information Center
Talib, Othman; Matthews, Robert; Secombe, Margaret
2005-01-01
This paper discusses the potential of applying computer-animated instruction (CAnI) as an effective conceptual change strategy in teaching electrochemistry in comparison to conventional lecture-based instruction (CLI). The core assumption in this study is that conceptual change in learners is an active, constructive process that is enhanced by the…
Using Computational and Mechanical Models to Study Animal Locomotion
Miller, Laura A.; Goldman, Daniel I.; Hedrick, Tyson L.; Tytell, Eric D.; Wang, Z. Jane; Yen, Jeannette; Alben, Silas
2012-01-01
Recent advances in computational methods have made realistic large-scale simulations of animal locomotion possible. This has resulted in numerous mathematical and computational studies of animal movement through fluids and over substrates with the purpose of better understanding organisms’ performance and improving the design of vehicles moving through air and water and on land. This work has also motivated the development of improved numerical methods and modeling techniques for animal locomotion that is characterized by the interactions of fluids, substrates, and structures. Despite the large body of recent work in this area, the application of mathematical and numerical methods to improve our understanding of organisms in the context of their environment and physiology has remained relatively unexplored. Nature has evolved a wide variety of fascinating mechanisms of locomotion that exploit the properties of complex materials and fluids, but only recently are the mathematical, computational, and robotic tools available to rigorously compare the relative advantages and disadvantages of different methods of locomotion in variable environments. Similarly, advances in computational physiology have only recently allowed investigators to explore how changes at the molecular, cellular, and tissue levels might lead to changes in performance at the organismal level. In this article, we highlight recent examples of how computational, mathematical, and experimental tools can be combined to ultimately answer the questions posed in one of the grand challenges in organismal biology: “Integrating living and physical systems.” PMID:22988026
Designing effective animations for computer science instruction
NASA Astrophysics Data System (ADS)
Grillmeyer, Oliver
This study investigated the potential for animations of Scheme functions to help novice computer science students understand difficult programming concepts. These animations used an instructional framework inspired by theories of constructivism and knowledge integration. The framework had students make predictions, reflect, and specify examples to animate to promote autonomous learning and result in more integrated knowledge. The framework used animated pivotal cases to help integrate disconnected ideas and restructure students' incomplete ideas by illustrating weaknesses in their existing models. The animations scaffolded learners, making the thought processes of experts more visible by modeling complex and tacit information. The animation design was guided by prior research and a methodology of design and refinement. Analysis of pilot studies led to the development of four design concerns to aid animation designers: clearly illustrate the mapping between objects in animations with the actual objects they represent, show causal connections between elements, draw attention to the salient features of the modeled system, and create animations that reduce complexity. Refined animations based on these design concerns were compared to computer-based tools, text-based instruction, and simpler animations that do not embody the design concerns. Four studies comprised this dissertation work. Two sets of animated presentations of list creation functions were compared to control groups. No significant differences were found in support of animations. Three different animated models of traces of recursive functions ranging from concrete to abstract representations were compared. No differences in learning gains were found between the three models in test performance. Three models of animations of applicative operators were compared with students using the replacement modeler and the Scheme interpreter. Significant differences were found favoring animations that addressed causality and salience in their design. Lastly, two binary tree search algorithm animations designed to reduce complexity were compared with hand-tracing of calls. Students made fewer mistakes in predicting the tree traversal when guided by the animations. However, the posttest findings were inconsistent. In summary, animations designed based on the design concerns did not consistently add value to instruction in the form investigated in this research.
Induction of Social Behavior in Zebrafish: Live Versus Computer Animated Fish as Stimuli
Qin, Meiying; Wong, Albert; Seguin, Diane
2014-01-01
Abstract The zebrafish offers an excellent compromise between system complexity and practical simplicity and has been suggested as a translational research tool for the analysis of human brain disorders associated with abnormalities of social behavior. Unlike laboratory rodents zebrafish are diurnal, thus visual cues may be easily utilized in the analysis of their behavior and brain function. Visual cues, including the sight of conspecifics, have been employed to induce social behavior in zebrafish. However, the method of presentation of these cues and the question of whether computer animated images versus live stimulus fish have differential effects have not been systematically analyzed. Here, we compare the effects of five stimulus presentation types: live conspecifics in the experimental tank or outside the tank, playback of video-recorded live conspecifics, computer animated images of conspecifics presented by two software applications, the previously employed General Fish Animator, and a new application Zebrafish Presenter. We report that all stimuli were equally effective and induced a robust social response (shoaling) manifesting as reduced distance between stimulus and experimental fish. We conclude that presentation of live stimulus fish, or 3D images, is not required and 2D computer animated images are sufficient to induce robust and consistent social behavioral responses in zebrafish. PMID:24575942
Induction of social behavior in zebrafish: live versus computer animated fish as stimuli.
Qin, Meiying; Wong, Albert; Seguin, Diane; Gerlai, Robert
2014-06-01
The zebrafish offers an excellent compromise between system complexity and practical simplicity and has been suggested as a translational research tool for the analysis of human brain disorders associated with abnormalities of social behavior. Unlike laboratory rodents zebrafish are diurnal, thus visual cues may be easily utilized in the analysis of their behavior and brain function. Visual cues, including the sight of conspecifics, have been employed to induce social behavior in zebrafish. However, the method of presentation of these cues and the question of whether computer animated images versus live stimulus fish have differential effects have not been systematically analyzed. Here, we compare the effects of five stimulus presentation types: live conspecifics in the experimental tank or outside the tank, playback of video-recorded live conspecifics, computer animated images of conspecifics presented by two software applications, the previously employed General Fish Animator, and a new application Zebrafish Presenter. We report that all stimuli were equally effective and induced a robust social response (shoaling) manifesting as reduced distance between stimulus and experimental fish. We conclude that presentation of live stimulus fish, or 3D images, is not required and 2D computer animated images are sufficient to induce robust and consistent social behavioral responses in zebrafish.
Computer-animated model of accommodation and presbyopia.
Goldberg, Daniel B
2015-02-01
To understand, demonstrate, and further research the mechanisms of accommodation and presbyopia. Private practice, Little Silver, New Jersey, USA. Experimental study. The CAMA 2.0 computer-animated model of accommodation and presbyopia was produced in collaboration with an experienced medical animator using Autodesk Maya animation software and Adobe After Effects. The computer-animated model demonstrates the configuration and synchronous movements of all accommodative elements. A new classification of the zonular apparatus based on structure and function is proposed. There are 3 divisions of zonular fibers; that is, anterior, crossing, and posterior. The crossing zonular fibers form a scaffolding to support the lens; the anterior and posterior zonular fibers work reciprocally to achieve focused vision. The model demonstrates the important support function of Weiger ligament. Dynamic movement of the ora serrata demonstrates that the forces of ciliary muscle contraction store energy for disaccommodation in the elastic choroid. The flow of aqueous and vitreous provides strong evidence for our understanding of the hydrodynamic interactions during the accommodative cycle. The interaction may result from the elastic stretch in the choroid transmitted to the vitreous rather than from vitreous pressue. The model supports the concept that presbyopia results from loss of elasticity and increasing ocular rigidity in both the lenticular and extralenticular structures. The computer-animated model demonstrates the structures of accommodation moving in synchrony and might enhance understanding of the mechanisms of accommodation and presbyopia. Dr. Goldberg is a consultant to Acevision, Inc., and Bausch & Lomb. Copyright © 2015 ASCRS and ESCRS. Published by Elsevier Inc. All rights reserved.
Comments on event driven animation
NASA Technical Reports Server (NTRS)
Gomez, Julian E.
1987-01-01
Event driven animation provides a general method of describing controlling values for various computer animation techniques. A definition and comments are provided on genralizing motion description with events. Additional comments are also provided about the implementation of twixt.
Animals in Science Education--Ethics and Alternatives.
ERIC Educational Resources Information Center
Langley, G. R.
1991-01-01
Summarizes the animal rights argument that objects to the use or killing of animals for educational purposes. Reviews and evaluates alternative approaches that include the nonanimal options of videotaped experiments, self-experimentation, and computer simulations. (MDH)
Incorporating Laptop Technologies into an Animal Sciences Curriculum
ERIC Educational Resources Information Center
Birrenkott, Glenn; Bertrand, Jean A.; Bolt, Brian
2005-01-01
Teaching animal sciences, like most agricultural disciplines, requires giving students hands-on learning opportunities in remote and often computer-unfriendly sites such as animal farms. How do faculty integrate laptop use into such an environment?
Applying and evaluating computer-animated tutors
NASA Astrophysics Data System (ADS)
Massaro, Dominic W.; Bosseler, Alexis; Stone, Patrick S.; Connors, Pamela
2002-05-01
We have developed computer-assisted speech and language tutors for deaf, hard of hearing, and autistic children. Our language-training program utilizes our computer-animated talking head, Baldi, as the conversational agent, who guides students through a variety of exercises designed to teach vocabulary and grammer, to improve speech articulation, and to develop linguistic and phonological awareness. Baldi is an accurate three-dimensional animated talking head appropriately aligned with either synthesized or natural speech. Baldi has a tongue and palate, which can be displayed by making his skin transparent. Two specific language-training programs have been evaluated to determine if they improve word learning and speech articulation. The results indicate that the programs are effective in teaching receptive and productive language. Advantages of utilizing a computer-animated agent as a language tutor are the popularity of computers and embodied conversational agents with autistic kids, the perpetual availability of the program, and individualized instruction. Students enjoy working with Baldi because he offers extreme patience, he doesn't become angry, tired, or bored, and he is in effect a perpetual teaching machine. The results indicate that the psychology and technology of Baldi holds great promise in language learning and speech therapy. [Work supported by NSF Grant Nos. CDA-9726363 and BCS-9905176 and Public Health Service Grant No. PHS R01 DC00236.
Computed 3D visualisation of an extinct cephalopod using computer tomographs.
Lukeneder, Alexander
2012-08-01
The first 3D visualisation of a heteromorph cephalopod species from the Southern Alps (Dolomites, northern Italy) is presented. Computed tomography, palaeontological data and 3D reconstructions were included in the production of a movie, which shows a life reconstruction of the extinct organism. This detailed reconstruction is according to the current knowledge of the shape and mode of life as well as habitat of this animal. The results are based on the most complete shell known thus far of the genus Dissimilites . Object-based combined analyses from computed tomography and various computed 3D facility programmes help to understand morphological details as well as their ontogentical changes in fossil material. In this study, an additional goal was to show changes in locomotion during different ontogenetic phases of such fossil, marine shell-bearing animals (ammonoids). Hence, the presented models and tools can serve as starting points for discussions on morphology and locomotion of extinct cephalopods in general, and of the genus Dissimilites in particular. The heteromorph ammonoid genus Dissimilites is interpreted here as an active swimmer of the Tethyan Ocean. This study portrays non-destructive methods of 3D visualisation applied on palaeontological material, starting with computed tomography resulting in animated, high-quality video clips. The here presented 3D geometrical models and animation, which are based on palaeontological material, demonstrate the wide range of applications, analytical techniques and also outline possible limitations of 3D models in earth sciences and palaeontology. The realistic 3D models and motion pictures can easily be shared amongst palaeontologists. Data, images and short clips can be discussed online and, if necessary, adapted in morphological details and motion-style to better represent the cephalopod animal.
Computed 3D visualisation of an extinct cephalopod using computer tomographs
NASA Astrophysics Data System (ADS)
Lukeneder, Alexander
2012-08-01
The first 3D visualisation of a heteromorph cephalopod species from the Southern Alps (Dolomites, northern Italy) is presented. Computed tomography, palaeontological data and 3D reconstructions were included in the production of a movie, which shows a life reconstruction of the extinct organism. This detailed reconstruction is according to the current knowledge of the shape and mode of life as well as habitat of this animal. The results are based on the most complete shell known thus far of the genus Dissimilites. Object-based combined analyses from computed tomography and various computed 3D facility programmes help to understand morphological details as well as their ontogentical changes in fossil material. In this study, an additional goal was to show changes in locomotion during different ontogenetic phases of such fossil, marine shell-bearing animals (ammonoids). Hence, the presented models and tools can serve as starting points for discussions on morphology and locomotion of extinct cephalopods in general, and of the genus Dissimilites in particular. The heteromorph ammonoid genus Dissimilites is interpreted here as an active swimmer of the Tethyan Ocean. This study portrays non-destructive methods of 3D visualisation applied on palaeontological material, starting with computed tomography resulting in animated, high-quality video clips. The here presented 3D geometrical models and animation, which are based on palaeontological material, demonstrate the wide range of applications, analytical techniques and also outline possible limitations of 3D models in earth sciences and palaeontology. The realistic 3D models and motion pictures can easily be shared amongst palaeontologists. Data, images and short clips can be discussed online and, if necessary, adapted in morphological details and motion-style to better represent the cephalopod animal.
Computed 3D visualisation of an extinct cephalopod using computer tomographs
Lukeneder, Alexander
2012-01-01
The first 3D visualisation of a heteromorph cephalopod species from the Southern Alps (Dolomites, northern Italy) is presented. Computed tomography, palaeontological data and 3D reconstructions were included in the production of a movie, which shows a life reconstruction of the extinct organism. This detailed reconstruction is according to the current knowledge of the shape and mode of life as well as habitat of this animal. The results are based on the most complete shell known thus far of the genus Dissimilites. Object-based combined analyses from computed tomography and various computed 3D facility programmes help to understand morphological details as well as their ontogentical changes in fossil material. In this study, an additional goal was to show changes in locomotion during different ontogenetic phases of such fossil, marine shell-bearing animals (ammonoids). Hence, the presented models and tools can serve as starting points for discussions on morphology and locomotion of extinct cephalopods in general, and of the genus Dissimilites in particular. The heteromorph ammonoid genus Dissimilites is interpreted here as an active swimmer of the Tethyan Ocean. This study portrays non-destructive methods of 3D visualisation applied on palaeontological material, starting with computed tomography resulting in animated, high-quality video clips. The here presented 3D geometrical models and animation, which are based on palaeontological material, demonstrate the wide range of applications, analytical techniques and also outline possible limitations of 3D models in earth sciences and palaeontology. The realistic 3D models and motion pictures can easily be shared amongst palaeontologists. Data, images and short clips can be discussed online and, if necessary, adapted in morphological details and motion-style to better represent the cephalopod animal. PMID:24850976
Computational Analysis of Behavior.
Egnor, S E Roian; Branson, Kristin
2016-07-08
In this review, we discuss the emerging field of computational behavioral analysis-the use of modern methods from computer science and engineering to quantitatively measure animal behavior. We discuss aspects of experiment design important to both obtaining biologically relevant behavioral data and enabling the use of machine vision and learning techniques for automation. These two goals are often in conflict. Restraining or restricting the environment of the animal can simplify automatic behavior quantification, but it can also degrade the quality or alter important aspects of behavior. To enable biologists to design experiments to obtain better behavioral measurements, and computer scientists to pinpoint fruitful directions for algorithm improvement, we review known effects of artificial manipulation of the animal on behavior. We also review machine vision and learning techniques for tracking, feature extraction, automated behavior classification, and automated behavior discovery, the assumptions they make, and the types of data they work best with.
NASA Astrophysics Data System (ADS)
Huda, C.; Hudha, M. N.; Ain, N.; Nandiyanto, A. B. D.; Abdullah, A. G.; Widiaty, I.
2018-01-01
Computer programming course is theoretical. Sufficient practice is necessary to facilitate conceptual understanding and encouraging creativity in designing computer programs/animation. The development of tutorial video in an Android-based blended learning is needed for students’ guide. Using Android-based instructional material, students can independently learn anywhere and anytime. The tutorial video can facilitate students’ understanding about concepts, materials, and procedures of programming/animation making in detail. This study employed a Research and Development method adapting Thiagarajan’s 4D model. The developed Android-based instructional material and tutorial video were validated by experts in instructional media and experts in physics education. The expert validation results showed that the Android-based material was comprehensive and very feasible. The tutorial video was deemed feasible as it received average score of 92.9%. It was also revealed that students’ conceptual understanding, skills, and creativity in designing computer program/animation improved significantly.
NASA Astrophysics Data System (ADS)
Johnson, Amy M.; Ozogul, Gamze; DiDonato, Matt D.; Reisslein, Martin
2013-10-01
Computer-based multimedia presentations employing animated agents (avatars) can positively impact perceptions about engineering; the current research advances our understanding of this effect to pre-college populations, the main target for engineering outreach. The study examines the effectiveness of a brief computer-based intervention with animated agents in improving perceptions about engineering. Five hundred sixty-five elementary, middle-, and high-school students in the southwestern USA viewed a short computer-based multimedia overview of four engineering disciplines (electrical, chemical, biomedical, and environmental) with embedded animated agents. Students completed identical surveys measuring five subscales of engineering perceptions immediately before and after the intervention. Analyses of pre- and post-surveys demonstrated that the computer presentation significantly improved perceptions for each student group, and that effects were stronger for elementary school students, compared to middle- and high-school students.
NASA Astrophysics Data System (ADS)
Moon, Hye Sun
Visuals are most extensively used as instructional tools in education to present spatially-based information. Recent computer technology allows the generation of 3D animated visuals to extend the presentation in computer-based instruction. Animated visuals in 3D representation not only possess motivational value that promotes positive attitudes toward instruction but also facilitate learning when the subject matter requires dynamic motion and 3D visual cue. In this study, three questions are explored: (1) how 3D graphics affects student learning and attitude, in comparison with 2D graphics; (2) how animated graphics affects student learning and attitude, in comparison with static graphics; and (3) whether the use of 3D graphics, when they are supported by interactive animation, is the most effective visual cues to improve learning and to develop positive attitudes. A total of 145 eighth-grade students participated in a 2 x 2 factorial design study. The subjects were randomly assigned to one of four computer-based instructions: 2D static; 2D animated; 3D static; and 3D animated. The results indicated that: (1) Students in the 3D graphic condition exhibited more positive attitudes toward instruction than those in the 2D graphic condition. No group differences were found between the posttest score of 3D graphic condition and that of 2D graphic condition. However, students in the 3D graphic condition took less time for information retrieval on posttest than those in the 2D graphic condition. (2) Students in the animated graphic condition exhibited slightly more positive attitudes toward instruction than those in the static graphic condition. No group differences were found between the posttest score of animated graphic condition and that of static graphic condition. However, students in the animated graphic condition took less time for information retrieval on posttest than those in the static graphic condition. (3) Students in the 3D animated graphic condition exhibited more positive attitudes toward instruction than those in other treatment conditions (2D static, 2D animated, and 3D static conditions). No group differences were found in the posttest scores among four treatment conditions. However, students in the 3D animated condition took less time for information retrieval on posttest than those in other treatment conditions.
1983-04-01
20. it diferent hrem Report) IS. SUPPLEMENTARY NOTES It. KEY WORDS (Conthu on revere* side if neceeemy md Identify by bock number) Computer Generated...ABSTRACT (Continue an revere side If neceeary end Identity by block mmbr) This report documents the work done in-house by personnel of ASD/ENFTC to develop a...unfamiliar with the system. This report contains a User’s Guide and documents the work done to develop CARTOONE. The work was accomplished from
ERIC Educational Resources Information Center
Gambari, A. I.; Falode, C. O.; Adegbenro, D. A.
2014-01-01
This study investigated the effectiveness of computer animation and geometry instructional model on mathematics achievement and retention on Junior Secondary School Students in Minna, Nigeria. It also examined the influence of gender on students' achievement and retention. The research was a pre-test post-test experimental and control group…
ERIC Educational Resources Information Center
Smith, Dennie; McLaughlin, Tim; Brown, Irving
2012-01-01
This study explored computer animation vignettes as a replacement for live-action video scenarios of classroom behavior situations previously used as an instructional resource in teacher education courses in classroom management strategies. The focus of the research was to determine if the embedded behavioral information perceived in a live-action…
Effects of Computer Animation Instructional Package on Students' Achievement in Practical Biology
ERIC Educational Resources Information Center
Hamzat, Abdulrasaq; Bello, Ganiyu; Abimbola, Isaac Olakanmi
2017-01-01
This study examined the effects of computer animation instructional package on secondary school students' achievement in practical biology in Ilorin, Nigeria. The study adopted a pre-test, post-test, control group, non-randomised and nonequivalent quasi-experimental design, with a 2x2x3 factorial design. Two intact classes from two secondary…
Interactive Computer Simulation and Animation for Improving Student Learning of Particle Kinetics
ERIC Educational Resources Information Center
Fang, N.; Guo, Y.
2016-01-01
Computer simulation and animation (CSA) has been receiving growing attention and wide application in engineering education in recent years. A new interactive CSA module was developed in the present study to improve student learning of particle kinetics in an undergraduate engineering dynamics course. The unique feature of this CSA module is that…
ERIC Educational Resources Information Center
Marbach-Ad, Gili; Rotbain, Yosi; Stavy, Ruth
2008-01-01
Our main goal in this study was to determine whether the use of computer animation and illustration activities in high school can contribute to student achievement in molecular genetics. Three comparable groups of eleventh- and twelfth-grade students participated: the control group (116 students) was taught in the traditional lecture format,…
The Socioemotional Effects of a Computer-Simulated Animal on Children's Empathy and Humane Attitudes
ERIC Educational Resources Information Center
Tsai, Yueh-Feng Lily; Kaufman, David M.
2009-01-01
This study investigated the potential of using a computer-simulated animal in a handheld virtual pet videogame to improve children's empathy and humane attitudes. Also investigated was whether sex differences existed in children's development of empathy and humane attitudes resulting from play, as well as their feelings for a virtual pet. The…
Studying Biotechnological Methods Using Animations: The Teacher's Role
ERIC Educational Resources Information Center
Yarden, Hagit; Yarden, Anat
2011-01-01
Animation has great potential for improving the way people learn. A number of studies in different scientific disciplines have shown that instruction involving computer animations can facilitate the understanding of processes at the molecular level. However, using animation alone does not ensure learning. Students sometimes miss essential features…
Simple and powerful visual stimulus generator.
Kremlácek, J; Kuba, M; Kubová, Z; Vít, F
1999-02-01
We describe a cheap, simple, portable and efficient approach to visual stimulation for neurophysiology which does not need any special hardware equipment. The method based on an animation technique uses the FLI autodesk animator format. This form of the animation is replayed by a special program ('player') providing synchronisation pulses toward recording system via parallel port. The 'player is running on an IBM compatible personal computer under MS-DOS operation system and stimulus is displayed on a VGA computer monitor. Various stimuli created with this technique for visual evoked potentials (VEPs) are presented.
Communication in red fox dyads: a computer simulation study
DOE Office of Scientific and Technical Information (OSTI.GOV)
Montgomery, Gerald Gene
1973-06-01
For any two animals, three major factors limit communication. These are (1) whether appropriate signal mechanisms are available to them, (2) whether the animals are motivated to communicate, and (3) whether their movements and locations are such that signal can pass between them. In this study, signal mechanisms and motivation were not considered as variables, but the role of animal movement in limiting communication was. A computer simulation study of amounts of communication which occur in red fox (Vulpes vulpes) dyads when various means of signalling are used, and when. the animals move about and signal with - various emissionmore » intensities and at various time intervals is reported.« less
Taborsky, Michael; Villa, Fabienne; Frommen, Joachim G.
2017-01-01
Abstract Visual signals, including changes in coloration and color patterns, are frequently used by animals to convey information. During contests, body coloration and its changes can be used to assess an opponent’s state or motivation. Communication of aggressive propensity is particularly important in group‐living animals with a stable dominance hierarchy, as the outcome of aggressive interactions determines the social rank of group members. Neolamprologus pulcher is a cooperatively breeding cichlid showing frequent within-group aggression. Both sexes exhibit two vertical black stripes on the operculum that vary naturally in shape and darkness. During frontal threat displays these patterns are actively exposed to the opponent, suggesting a signaling function. To investigate the role of operculum stripes during contests we manipulated their darkness in computer animated pictures of the fish. We recorded the responses in behavior and stripe darkness of test subjects to which these animated pictures were presented. Individuals with initially darker stripes were more aggressive against the animations and showed more operculum threat displays. Operculum stripes of test subjects became darker after exposure to an animation exhibiting a pale operculum than after exposure to a dark operculum animation, highlighting the role of the darkness of this color pattern in opponent assessment. We conclude that (i) the black stripes on the operculum of N. pulcher are a reliable signal of aggression and dominance, (ii) these markings play an important role in opponent assessment, and (iii) 2D computer animations are well suited to elicit biologically meaningful short-term aggressive responses in this widely used model system of social evolution. PMID:29491962
Balzarini, Valentina; Taborsky, Michael; Villa, Fabienne; Frommen, Joachim G
2017-02-01
Visual signals, including changes in coloration and color patterns, are frequently used by animals to convey information. During contests, body coloration and its changes can be used to assess an opponent's state or motivation. Communication of aggressive propensity is particularly important in group-living animals with a stable dominance hierarchy, as the outcome of aggressive interactions determines the social rank of group members. Neolamprologus pulcher is a cooperatively breeding cichlid showing frequent within-group aggression. Both sexes exhibit two vertical black stripes on the operculum that vary naturally in shape and darkness. During frontal threat displays these patterns are actively exposed to the opponent, suggesting a signaling function. To investigate the role of operculum stripes during contests we manipulated their darkness in computer animated pictures of the fish. We recorded the responses in behavior and stripe darkness of test subjects to which these animated pictures were presented. Individuals with initially darker stripes were more aggressive against the animations and showed more operculum threat displays. Operculum stripes of test subjects became darker after exposure to an animation exhibiting a pale operculum than after exposure to a dark operculum animation, highlighting the role of the darkness of this color pattern in opponent assessment. We conclude that (i) the black stripes on the operculum of N. pulcher are a reliable signal of aggression and dominance, (ii) these markings play an important role in opponent assessment, and (iii) 2D computer animations are well suited to elicit biologically meaningful short-term aggressive responses in this widely used model system of social evolution.
Animals as Mobile Biological Sensors for Forest Fire Detection
2007-01-01
This paper proposes a mobile biological sensor system that can assist in early detection of forest fires one of the most dreaded natural disasters on the earth. The main idea presented in this paper is to utilize animals with sensors as Mobile Biological Sensors (MBS). The devices used in this system are animals which are native animals living in forests, sensors (thermo and radiation sensors with GPS features) that measure the temperature and transmit the location of the MBS, access points for wireless communication and a central computer system which classifies of animal actions. The system offers two different methods, firstly: access points continuously receive data about animals' location using GPS at certain time intervals and the gathered data is then classified and checked to see if there is a sudden movement (panic) of the animal groups: this method is called animal behavior classification (ABC). The second method can be defined as thermal detection (TD): the access points get the temperature values from the MBS devices and send the data to a central computer to check for instant changes in the temperatures. This system may be used for many purposes other than fire detection, namely animal tracking, poaching prevention and detecting instantaneous animal death. PMID:28903281
Studying Biotechnological Methods Using Animations: The Teacher's Role
NASA Astrophysics Data System (ADS)
Yarden, Hagit; Yarden, Anat
2011-12-01
Animation has great potential for improving the way people learn. A number of studies in different scientific disciplines have shown that instruction involving computer animations can facilitate the understanding of processes at the molecular level. However, using animation alone does not ensure learning. Students sometimes miss essential features when they watch only animations, mainly due to the cognitive load involved. Moreover, students seem to attribute a great deal of authority to the computer and may develop misconceptions by taking animations of abstract concepts too literally. In this study, we attempted to explore teachers' perceptions concerning the use of animations in the classroom while studying biotechnological methods, as well as the teachers' contribution to the enactment of animations in class. Thirty high-school biotechnology teachers participated in a professional development workshop, aimed at investigating how teachers plan for and support learning with animation while studying biotechnological methods in class. From that sample, two teachers agreed to participate in two case studies aimed at characterizing teachers' contribution to the enactment of animations in class while studying biotechnological methods. Our findings reveal marked teacher contribution in the following three aspects: establishing the "hands-on" point of view, helping students deal with the cognitive load that accompanies the use of animation, and implementing constructivist aspects of knowledge construction while studying using animations.
ERIC Educational Resources Information Center
Akpoghol, T. V.; Ezeudu, F. O.; Adzape, J. N.; Otor, E. E.
2016-01-01
The study investigated the effects of Lecture Method Supplemented with Music (LMM) and Computer Animation (LMC) on senior secondary school students' academic achievement in electrochemistry in Makurdi metropolis. Six research questions and six hypotheses guided the study. The design of the study was quasi experimental, specifically the pre-test,…
ERIC Educational Resources Information Center
Akpoghol, T. V.; Ezeudu, F. O.; Adzape, J. N.; Otor, E. E.
2016-01-01
The study investigated the effects of Lecture Method Supplemented with Music (LMM) and Computer Animation (LMC) on senior secondary school students' retention in electrochemistry in Makurdi metropolis. Three research questions and three hypotheses guided the study. The design of the study was quasi experimental, specifically the pre-test,…
ERIC Educational Resources Information Center
Koç, Yasemin; Yildiz, Emre; Çaliklar, Seyma; Simsek, Ümit
2016-01-01
The aim of this study is to determine the effect of Jigsaw II technique, reading-writing-presentation method, and computer animation on students' academic achievements, epistemological beliefs, attitudes towards science lesson, and the retention of knowledge in the "Light" unit covered in the 7th grade. The sample of the study consists…
ERIC Educational Resources Information Center
Kalkanis, G.; Sarris, M. M.
1999-01-01
Describes an educational software program for the study of and detection methods for the cosmic ray muons passing through several light transparent materials (i.e., water, air, etc.). Simulates muons and Cherenkov photons' paths and interactions and visualizes/animates them on the computer screen using Monte Carlo methods/techniques which employ…
ERIC Educational Resources Information Center
Mayer, Richard E.; Hegarty, Mary; Mayer, Sarah; Campbell, Julie
2005-01-01
In 4 experiments, students received a lesson consisting of computer-based animation and narration or a lesson consisting of paper-based static diagrams and text. The lessons used the same words and graphics in the paper-based and computer-based versions to explain the process of lightning formation (Experiment 1), how a toilet tank works…
ERIC Educational Resources Information Center
Akpinar, Ercan
2014-01-01
This study investigates the effects of using interactive computer animations based on predict-observe-explain (POE) as a presentation tool on primary school students' understanding of the static electricity concepts. A quasi-experimental pre-test/post-test control group design was utilized in this study. The experiment group consisted of 30…
ERIC Educational Resources Information Center
Rosenthal, Deborah P.; Sanger, Michael J.
2012-01-01
A group of 55 students were shown unnarrated versions of two different particulate-level computer animations of varying complexity depicting the oxidation-reduction reaction of aqueous silver nitrate and solid copper metal. These students were asked to explain their understanding of the chemical reaction based on their interpretations of these…
Software Validation via Model Animation
NASA Technical Reports Server (NTRS)
Dutle, Aaron M.; Munoz, Cesar A.; Narkawicz, Anthony J.; Butler, Ricky W.
2015-01-01
This paper explores a new approach to validating software implementations that have been produced from formally-verified algorithms. Although visual inspection gives some confidence that the implementations faithfully reflect the formal models, it does not provide complete assurance that the software is correct. The proposed approach, which is based on animation of formal specifications, compares the outputs computed by the software implementations on a given suite of input values to the outputs computed by the formal models on the same inputs, and determines if they are equal up to a given tolerance. The approach is illustrated on a prototype air traffic management system that computes simple kinematic trajectories for aircraft. Proofs for the mathematical models of the system's algorithms are carried out in the Prototype Verification System (PVS). The animation tool PVSio is used to evaluate the formal models on a set of randomly generated test cases. Output values computed by PVSio are compared against output values computed by the actual software. This comparison improves the assurance that the translation from formal models to code is faithful and that, for example, floating point errors do not greatly affect correctness and safety properties.
Building an organic computing device with multiple interconnected brains
Pais-Vieira, Miguel; Chiuffa, Gabriela; Lebedev, Mikhail; Yadav, Amol; Nicolelis, Miguel A. L.
2015-01-01
Recently, we proposed that Brainets, i.e. networks formed by multiple animal brains, cooperating and exchanging information in real time through direct brain-to-brain interfaces, could provide the core of a new type of computing device: an organic computer. Here, we describe the first experimental demonstration of such a Brainet, built by interconnecting four adult rat brains. Brainets worked by concurrently recording the extracellular electrical activity generated by populations of cortical neurons distributed across multiple rats chronically implanted with multi-electrode arrays. Cortical neuronal activity was recorded and analyzed in real time, and then delivered to the somatosensory cortices of other animals that participated in the Brainet using intracortical microstimulation (ICMS). Using this approach, different Brainet architectures solved a number of useful computational problems, such as discrete classification, image processing, storage and retrieval of tactile information, and even weather forecasting. Brainets consistently performed at the same or higher levels than single rats in these tasks. Based on these findings, we propose that Brainets could be used to investigate animal social behaviors as well as a test bed for exploring the properties and potential applications of organic computers. PMID:26158615
A computational approach to animal breeding.
Berger-Wolf, Tanya Y; Moore, Cristopher; Saia, Jared
2007-02-07
We propose a computational model of mating strategies for controlled animal breeding programs. A mating strategy in a controlled breeding program is a heuristic with some optimization criteria as a goal. Thus, it is appropriate to use the computational tools available for analysis of optimization heuristics. In this paper, we propose the first discrete model of the controlled animal breeding problem and analyse heuristics for two possible objectives: (1) breeding for maximum diversity and (2) breeding a target individual. These two goals are representative of conservation biology and agricultural livestock management, respectively. We evaluate several mating strategies and provide upper and lower bounds for the expected number of matings. While the population parameters may vary and can change the actual number of matings for a particular strategy, the order of magnitude of the number of expected matings and the relative competitiveness of the mating heuristics remains the same. Thus, our simple discrete model of the animal breeding problem provides a novel viable and robust approach to designing and comparing breeding strategies in captive populations.
NASA Astrophysics Data System (ADS)
Myszkowski, Karol; Tawara, Takehiro; Seidel, Hans-Peter
2002-06-01
In this paper, we consider applications of perception-based video quality metrics to improve the performance of global lighting computations for dynamic environments. For this purpose we extend the Visible Difference Predictor (VDP) developed by Daly to handle computer animations. We incorporate into the VDP the spatio-velocity CSF model developed by Kelly. The CSF model requires data on the velocity of moving patterns across the image plane. We use the 3D image warping technique to compensate for the camera motion, and we conservatively assume that the motion of animated objects (usually strong attractors of the visual attention) is fully compensated by the smooth pursuit eye motion. Our global illumination solution is based on stochastic photon tracing and takes advantage of temporal coherence of lighting distribution, by processing photons both in the spatial and temporal domains. The VDP is used to keep noise inherent in stochastic methods below the sensitivity level of the human observer. As a result a perceptually-consistent quality across all animation frames is obtained.
Mayer, Richard E; Hegarty, Mary; Mayer, Sarah; Campbell, Julie
2005-12-01
In 4 experiments, students received a lesson consisting of computer-based animation and narration or a lesson consisting of paper-based static diagrams and text. The lessons used the same words and graphics in the paper-based and computer-based versions to explain the process of lightning formation (Experiment 1), how a toilet tank works (Experiment 2), how ocean waves work (Experiment 3), and how a car's braking system works (Experiment 4). On subsequent retention and transfer tests, the paper group performed significantly better than the computer group on 4 of 8 comparisons, and there was no significant difference on the rest. These results support the static media hypothesis, in which static illustrations with printed text reduce extraneous processing and promote germane processing as compared with narrated animations.
Using computer agents to explain medical documents to patients with low health literacy.
Bickmore, Timothy W; Pfeifer, Laura M; Paasche-Orlow, Michael K
2009-06-01
Patients are commonly presented with complex documents that they have difficulty understanding. The objective of this study was to design and evaluate an animated computer agent to explain research consent forms to potential research participants. Subjects were invited to participate in a simulated consent process for a study involving a genetic repository. Explanation of the research consent form by the computer agent was compared to explanation by a human and a self-study condition in a randomized trial. Responses were compared according to level of health literacy. Participants were most satisfied with the consent process and most likely to sign the consent form when it was explained by the computer agent, regardless of health literacy level. Participants with adequate health literacy demonstrated the highest level of comprehension with the computer agent-based explanation compared to the other two conditions. However, participants with limited health literacy showed poor comprehension levels in all three conditions. Participants with limited health literacy reported several reasons, such as lack of time constraints, ability to re-ask questions, and lack of bias, for preferring the computer agent-based explanation over a human-based one. Animated computer agents can perform as well as or better than humans in the administration of informed consent. Animated computer agents represent a viable method for explaining health documents to patients.
Animals as Mobile Biological Sensors for Forest Fire Detection.
Sahin, Yasar Guneri
2007-12-04
This paper proposes a mobile biological sensor system that can assist in earlydetection of forest fires one of the most dreaded natural disasters on the earth. The main ideapresented in this paper is to utilize animals with sensors as Mobile Biological Sensors(MBS). The devices used in this system are animals which are native animals living inforests, sensors (thermo and radiation sensors with GPS features) that measure thetemperature and transmit the location of the MBS, access points for wireless communicationand a central computer system which classifies of animal actions. The system offers twodifferent methods, firstly: access points continuously receive data about animals' locationusing GPS at certain time intervals and the gathered data is then classified and checked tosee if there is a sudden movement (panic) of the animal groups: this method is called animalbehavior classification (ABC). The second method can be defined as thermal detection(TD): the access points get the temperature values from the MBS devices and send the datato a central computer to check for instant changes in the temperatures. This system may beused for many purposes other than fire detection, namely animal tracking, poachingprevention and detecting instantaneous animal death.
Children and Computers Abstracts.
ERIC Educational Resources Information Center
Rothenberg, Dianne, Ed.
1992-01-01
Abstracts of reports of eight research studies on computer uses in children's education are presented. Topics covered include (1) LOGO computer language; (2) computer graphics for art instruction; (3) animation; (4) problem solving; (5) children's use of symbols; (6) an evaluation of a Chapter 1 program involving children's computer use; (7) peer…
Anthropomorphism influences perception of computer-animated characters’ actions
Hodgins, Jessica; Kawato, Mitsuo
2007-01-01
Computer-animated characters are common in popular culture and have begun to be used as experimental tools in social cognitive neurosciences. Here we investigated how appearance of these characters’ influences perception of their actions. Subjects were presented with different characters animated either with motion data captured from human actors or by interpolating between poses (keyframes) designed by an animator, and were asked to categorize the motion as biological or artificial. The response bias towards ‘biological’, derived from the Signal Detection Theory, decreases with characters’ anthropomorphism, while sensitivity is only affected by the simplest rendering style, point-light displays. fMRI showed that the response bias correlates positively with activity in the mentalizing network including left temporoparietal junction and anterior cingulate cortex, and negatively with regions sustaining motor resonance. The absence of significant effect of the characters on the brain activity suggests individual differences in the neural responses to unfamiliar artificial agents. While computer-animated characters are invaluable tools to investigate the neural bases of social cognition, further research is required to better understand how factors such as anthropomorphism affect their perception, in order to optimize their appearance for entertainment, research or therapeutic purposes. PMID:18985142
ERIC Educational Resources Information Center
Aktas, Mine; Bulut, Mehmet; Yuksel, Tugba
2011-01-01
In this study it is investigated that teaching of different pattern types by using computer animations and activities. The sample of this study was 28 eighth grade students in second semester of 2010-2011 educational years. They are at public school in Ankara. The one group pre-test post-test design was used for research methodology. Data were…
ERIC Educational Resources Information Center
Massaro, Dominic W.; Bosseler, Alexis
2006-01-01
A computer-animated tutor, Baldi, has been successful in teaching vocabulary and grammar to children with autism and those with hearing problems. The present study assessed to what extent the face facilitated this learning process relative to the voice alone. Baldi was implemented in a Language Wizard/Tutor, which allows easy creation and…
The benefits of 3D modelling and animation in medical teaching.
Vernon, Tim; Peckham, Daniel
2002-12-01
Three-dimensional models created using materials such as wax, bronze and ivory, have been used in the teaching of medicine for many centuries. Today, computer technology allows medical illustrators to create virtual three-dimensional medical models. This paper considers the benefits of using still and animated output from computer-generated models in the teaching of medicine, and examines how three-dimensional models are made.
ERIC Educational Resources Information Center
Fang, N.; Tajvidi, M.
2018-01-01
This study focuses on the investigation of the effects of computer simulation and animation (CSA) on students' cognitive processes in an undergraduate engineering course. The revised Bloom's taxonomy, which consists of six categories in the cognitive process domain, was employed in this study. Five of the six categories were investigated,…
Using 3D computer simulations to enhance ophthalmic training.
Glittenberg, C; Binder, S
2006-01-01
To develop more effective methods of demonstrating and teaching complex topics in ophthalmology with the use of computer aided three-dimensional (3D) animation and interactive multimedia technologies. We created 3D animations and interactive computer programmes demonstrating the neuroophthalmological nature of the oculomotor system, including the anatomy, physiology and pathophysiology of the extra-ocular eye muscles and the oculomotor cranial nerves, as well as pupillary symptoms of neurological diseases. At the University of Vienna we compared their teaching effectiveness to conventional teaching methods in a comparative study involving 100 medical students, a multiple choice exam and a survey. The comparative study showed that our students achieved significantly better test results (80%) than the control group (63%) (diff. = 17 +/- 5%, p = 0.004). The survey showed a positive reaction to the software and a strong preference to have more subjects and techniques demonstrated in this fashion. Three-dimensional computer animation technology can significantly increase the quality and efficiency of the education and demonstration of complex topics in ophthalmology.
Application of computer virtual simulation technology in 3D animation production
NASA Astrophysics Data System (ADS)
Mo, Can
2017-11-01
In the continuous development of computer technology, the application system of virtual simulation technology has been further optimized and improved. It also has been widely used in various fields of social development, such as city construction, interior design, industrial simulation and tourism teaching etc. This paper mainly introduces the virtual simulation technology used in 3D animation. Based on analyzing the characteristics of virtual simulation technology, the application ways and means of this technology in 3D animation are researched. The purpose is to provide certain reference for the 3D effect promotion days after.
Self-Motion Perception: Assessment by Real-Time Computer Generated Animations
NASA Technical Reports Server (NTRS)
Parker, Donald E.
1999-01-01
Our overall goal is to develop materials and procedures for assessing vestibular contributions to spatial cognition. The specific objective of the research described in this paper is to evaluate computer-generated animations as potential tools for studying self-orientation and self-motion perception. Specific questions addressed in this study included the following. First, does a non- verbal perceptual reporting procedure using real-time animations improve assessment of spatial orientation? Are reports reliable? Second, do reports confirm expectations based on stimuli to vestibular apparatus? Third, can reliable reports be obtained when self-motion description vocabulary training is omitted?
NASA Technical Reports Server (NTRS)
1998-01-01
This NASA JPL (Jet Propulsion Laboratory) video production is a compilation of the best short movies and computer simulation/animations of the Galileo spacecraft's journey to Jupiter. A limited number of actual shots are presented of Jupiter and its natural satellites. Most of the video is comprised of computer animations of the spacecraft's trajectory, encounters with the Galilean satellites Io, Europa and Ganymede, as well as their atmospheric and surface structures. Computer animations of plasma wave observations of Ganymede's magnetosphere, a surface gravity map of Io, the Galileo/Io flyby, the Galileo space probe orbit insertion around Jupiter, and actual shots of Jupiter's Great Red Spot are presented. Panoramic views of our Earth (from orbit) and moon (from orbit) as seen from Galileo as well as actual footage of the Space Shuttle/Galileo liftoff and Galileo's space probe separation are also included.
French, Brigitte C; Hird, David W; Romano, Patrick S; Hayes, Rick H; Nijhof, Ard M; Jongejan, Frans; Mellor, Dominic J; Singer, Randall S; Fine, Amanda E; Gay, John M; Davis, Radford G; Conrad, Patricia A
2007-01-01
While many studies have evaluated whether or not factual information can be effectively communicated using computer-aided tools, none has focused on establishing and changing students' attitudes toward international animal-health issues. The study reported here was designed to assess whether educational modules on an interactive computer CD elicited a change in veterinary students' interest in and attitudes toward international animal-health issues. Volunteer veterinary students at seven universities (first-year students at three universities, second-year at one, third-year at one, and fourth-year at two) were given by random assignment either an International Animal Health (IAH) CD or a control CD, ParasitoLog (PL). Participants completed a pre-CD survey to establish baseline information on interest and attitudes toward both computers and international animal-health issues. Four weeks later, a post-CD questionnaire was distributed. On the initial survey, most students expressed an interest in working in the field of veterinary medicine in another country. Responses to the three pre-CD questions relating to attitudes toward the globalization of veterinary medicine, interest in foreign animal disease, and inclusion of a core course on international health issues in the veterinary curriculum were all positive, with average values above 3 (on a five-point scale where 5 represented strong agreement or interest). Almost all students considered it beneficial to learn about animal-health issues in other countries. After students reviewed the IAH CD, we found a decrease at four universities, an increase at one university, and no change at the remaining two universities in students' interest in working in some area of international veterinary medicine. However, none of the differences was statistically significant.
Tornoe, Birte; Skov, Liselotte
2012-03-01
This pilot study evaluated the effect of computer animated relaxation therapy in children between 7 and 13 years with tension-type headache and the children's experiences with the therapy. The therapy consisted of an uncontrolled nine-session course in modified progressive relaxation therapy assisted by computer animated surface EMG provided from the trapezius muscles and with the physiotherapist as a participant observer. Outcome measures were (a) headache frequency and intensity, (b) pericranial tenderness, (c) tension patterns, and (d) evaluations assessed at baseline and at 3 months follow up. Nine children, mean age 10.9 (SD 1.7) years, diagnosed with frequent episodic or chronic tension-type headache completed the course. The results showed a mean improvement of 45% for headache frequency at 3 months follow up versus baseline and a significant reduction in headache frequency for all participants and in Total Tenderness Score for children with frequent episodic tension-type headache. The children expressed a growing understanding of body reactions and an acquired ability to deactivate and regulate these reactions. Computer animated SEMG seems an applicable learning strategy for young headache sufferers. This study suggests that children below the age of 13 need both the dialog and guidance from a participant observer in order to achieve body awareness.
A New Java Animation in Peer-Reviewed "JCE" Webware
ERIC Educational Resources Information Center
Coleman, William F.; Fedosky, Edward W.
2006-01-01
"Computer Simulations of Salt Solubility" by Victor M. S. Gil provides an animated, visual interpretation of the different solubilities of related salts based on simple entropy changes associated with dissolution such as configurational disorder and thermal disorder. This animation can help improve students' conceptual understanding of…
ERIC Educational Resources Information Center
Haglund, Jesper; Stromdahl, Helge
2012-01-01
Nineteen informants (n = 19) were asked to study and comment two computer animations of the Otto combustion engine. One animation was non-interactive and realistic in the sense of depicting a physical engine. The other animation was more idealised, interactive and synchronised with a dynamic PV-graph. The informants represented practical and…
A multi-criteria approach to camera motion design for volume data animation.
Hsu, Wei-Hsien; Zhang, Yubo; Ma, Kwan-Liu
2013-12-01
We present an integrated camera motion design and path generation system for building volume data animations. Creating animations is an essential task in presenting complex scientific visualizations. Existing visualization systems use an established animation function based on keyframes selected by the user. This approach is limited in providing the optimal in-between views of the data. Alternatively, computer graphics and virtual reality camera motion planning is frequently focused on collision free movement in a virtual walkthrough. For semi-transparent, fuzzy, or blobby volume data the collision free objective becomes insufficient. Here, we provide a set of essential criteria focused on computing camera paths to establish effective animations of volume data. Our dynamic multi-criteria solver coupled with a force-directed routing algorithm enables rapid generation of camera paths. Once users review the resulting animation and evaluate the camera motion, they are able to determine how each criterion impacts path generation. In this paper, we demonstrate how incorporating this animation approach with an interactive volume visualization system reduces the effort in creating context-aware and coherent animations. This frees the user to focus on visualization tasks with the objective of gaining additional insight from the volume data.
Animations, games, and virtual reality for the Jing-Hang Grand Canal.
Chen, Wenzhi; Zhang, Mingmin; Pan, Zhigeng; Liu, Gengdai; Shen, Huaqing; Chen, Shengnan; Liu, Yong
2010-01-01
Digital heritage, an effective method to preserve and present natural and cultural heritage, is engaging many heritage preservation specialists and computer scientists. In particular, computer graphics researchers have become involved, and digital heritage has employed many CG techniques. For example, Daniel Pletinckx and his colleagues employed VR in a real museum at Ename, Belgium, and Zhigeng Pan and his colleagues applied it to construct a virtual Olympics museum. Soo-Chang Pei and his colleagues focused on restoring ancient Chinese paintings. Here, we describe how we've applied animations, computer games, and VR to China's famous Jing-Hang Grand Canal.
ERIC Educational Resources Information Center
Tech Directions, 2008
2008-01-01
Art and animation work is the most significant part of electronic game development, but is also found in television commercials, computer programs, the Internet, comic books, and in just about every visual media imaginable. It is the part of the project that makes an abstract design idea concrete and visible. Animators create the motion of life in…
Lamberti, Fabrizio; Paravati, Gianluca; Gatteschi, Valentina; Cannavo, Alberto; Montuschi, Paolo
2018-05-01
Software for computer animation is generally characterized by a steep learning curve, due to the entanglement of both sophisticated techniques and interaction methods required to control 3D geometries. This paper proposes a tool designed to support computer animation production processes by leveraging the affordances offered by articulated tangible user interfaces and motion capture retargeting solutions. To this aim, orientations of an instrumented prop are recorded together with animator's motion in the 3D space and used to quickly pose characters in the virtual environment. High-level functionalities of the animation software are made accessible via a speech interface, thus letting the user control the animation pipeline via voice commands while focusing on his or her hands and body motion. The proposed solution exploits both off-the-shelf hardware components (like the Lego Mindstorms EV3 bricks and the Microsoft Kinect, used for building the tangible device and tracking animator's skeleton) and free open-source software (like the Blender animation tool), thus representing an interesting solution also for beginners approaching the world of digital animation for the first time. Experimental results in different usage scenarios show the benefits offered by the designed interaction strategy with respect to a mouse & keyboard-based interface both for expert and non-expert users.
Noninvasive imaging of experimental lung fibrosis.
Zhou, Yong; Chen, Huaping; Ambalavanan, Namasivayam; Liu, Gang; Antony, Veena B; Ding, Qiang; Nath, Hrudaya; Eary, Janet F; Thannickal, Victor J
2015-07-01
Small animal models of lung fibrosis are essential for unraveling the molecular mechanisms underlying human fibrotic lung diseases; additionally, they are useful for preclinical testing of candidate antifibrotic agents. The current end-point measures of experimental lung fibrosis involve labor-intensive histological and biochemical analyses. These measures fail to account for dynamic changes in the disease process in individual animals and are limited by the need for large numbers of animals for longitudinal studies. The emergence of noninvasive imaging technologies provides exciting opportunities to image lung fibrosis in live animals as often as needed and to longitudinally track the efficacy of novel antifibrotic compounds. Data obtained by noninvasive imaging provide complementary information to histological and biochemical measurements. In addition, the use of noninvasive imaging in animal studies reduces animal usage, thus satisfying animal welfare concerns. In this article, we review these new imaging modalities with the potential for evaluation of lung fibrosis in small animal models. Such techniques include micro-computed tomography (micro-CT), magnetic resonance imaging, positron emission tomography (PET), single photon emission computed tomography (SPECT), and multimodal imaging systems including PET/CT and SPECT/CT. It is anticipated that noninvasive imaging will be increasingly used in animal models of fibrosis to gain insights into disease pathogenesis and as preclinical tools to assess drug efficacy.
Biologically inspired robots elicit a robust fear response in zebrafish
NASA Astrophysics Data System (ADS)
Ladu, Fabrizio; Bartolini, Tiziana; Panitz, Sarah G.; Butail, Sachit; Macrı, Simone; Porfiri, Maurizio
2015-03-01
We investigate the behavioral response of zebrafish to three fear-evoking stimuli. In a binary choice test, zebrafish are exposed to a live allopatric predator, a biologically-inspired robot, and a computer-animated image of the live predator. A target tracking algorithm is developed to score zebrafish behavior. Unlike computer-animated images, the robotic and live predator elicit a robust avoidance response. Importantly, the robotic stimulus elicits more consistent inter-individual responses than the live predator. Results from this effort are expected to aid in hypothesis-driven studies on zebrafish fear response, by offering a valuable approach to maximize data-throughput and minimize animal subjects.
Computer animation of modal and transient vibrations
NASA Technical Reports Server (NTRS)
Lipman, Robert R.
1987-01-01
An interactive computer graphics processor is described that is capable of generating input to animate modal and transient vibrations of finite element models on an interactive graphics system. The results from NASTRAN can be postprocessed such that a three dimensional wire-frame picture, in perspective, of the finite element mesh is drawn on the graphics display. Modal vibrations of any mode shape or transient motions over any range of steps can be animated. The finite element mesh can be color-coded by any component of displacement. Viewing parameters and the rate of vibration of the finite element model can be interactively updated while the structure is vibrating.
The Handicap Principle for Trust in Computer Security, the Semantic Web and Social Networking
NASA Astrophysics Data System (ADS)
Ma, Zhanshan (Sam); Krings, Axel W.; Hung, Chih-Cheng
Communication is a fundamental function of life, and it exists in almost all living things: from single-cell bacteria to human beings. Communication, together with competition and cooperation,arethree fundamental processes in nature. Computer scientists are familiar with the study of competition or 'struggle for life' through Darwin's evolutionary theory, or even evolutionary computing. They may be equally familiar with the study of cooperation or altruism through the Prisoner's Dilemma (PD) game. However, they are likely to be less familiar with the theory of animal communication. The objective of this article is three-fold: (i) To suggest that the study of animal communication, especially the honesty (reliability) of animal communication, in which some significant advances in behavioral biology have been achieved in the last three decades, should be on the verge to spawn important cross-disciplinary research similar to that generated by the study of cooperation with the PD game. One of the far-reaching advances in the field is marked by the publication of "The Handicap Principle: a Missing Piece of Darwin's Puzzle" by Zahavi (1997). The 'Handicap' principle [34][35], which states that communication signals must be costly in some proper way to be reliable (honest), is best elucidated with evolutionary games, e.g., Sir Philip Sidney (SPS) game [23]. Accordingly, we suggest that the Handicap principle may serve as a fundamental paradigm for trust research in computer science. (ii) To suggest to computer scientists that their expertise in modeling computer networks may help behavioral biologists in their study of the reliability of animal communication networks. This is largely due to the historical reason that, until the last decade, animal communication was studied with the dyadic paradigm (sender-receiver) rather than with the network paradigm. (iii) To pose several open questions, the answers to which may bear some refreshing insights to trust research in computer science, especially secure and resilient computing, the semantic web, and social networking. One important thread unifying the three aspects is the evolutionary game theory modeling or its extensions with survival analysis and agreement algorithms [19][20], which offer powerful game models for describing time-, space-, and covariate-dependent frailty (uncertainty and vulnerability) and deception (honesty).
Mannava, Sandeep; Plate, Johannes F; Tuohy, Christopher J; Seyler, Thorsten M; Whitlock, Patrick W; Curl, Walton W; Smith, Thomas L; Saul, Katherine R
2013-07-01
The purpose of this article is to review basic science studies using various animal models for rotator cuff research and to describe structural, biomechanical, and functional changes to muscle following rotator cuff tears. The use of computational simulations to translate the findings from animal models to human scale is further detailed. A comprehensive review was performed of the basic science literature describing the use of animal models and simulation analysis to examine muscle function following rotator cuff injury and repair in the ageing population. The findings from various studies of rotator cuff pathology emphasize the importance of preventing permanent muscular changes with detrimental results. In vivo muscle function, electromyography, and passive muscle-tendon unit properties were studied before and after supraspinatus tenotomy in a rodent rotator cuff injury model (acute vs chronic). Then, a series of simulation experiments were conducted using a validated computational human musculoskeletal shoulder model to assess both passive and active tension of rotator cuff repairs based on surgical positioning. Outcomes of rotator cuff repair may be improved by earlier surgical intervention, with lower surgical repair tensions and fewer electromyographic neuromuscular changes. An integrated approach of animal experiments, computer simulation analyses, and clinical studies may allow us to gain a fundamental understanding of the underlying pathology and interpret the results for clinical translation.
ERIC Educational Resources Information Center
Aksoy, Gokhan
2013-01-01
The purpose of this study is to determine the effect of computer animation technique on academic achievement of students in the "Solar System and Beyond" unit lecture as part of the Science and Technology course of the seventh grade in primary education. The sample of the study consists of 60 students attending to the 7th grade of primary school…
Computed tomography-based tissue-engineered scaffolds in craniomaxillofacial surgery.
Smith, M H; Flanagan, C L; Kemppainen, J M; Sack, J A; Chung, H; Das, S; Hollister, S J; Feinberg, S E
2007-09-01
Tissue engineering provides an alternative modality allowing for decreased morbidity of donor site grafting and decreased rejection of less compatible alloplastic tissues. Using image-based design and computer software, a precisely sized and shaped scaffold for osseous tissue regeneration can be created via selective laser sintering. Polycaprolactone has been used to create a condylar ramus unit (CRU) scaffold for application in temporomandibular joint reconstruction in a Yucatan minipig animal model. Following sacrifice, micro-computed tomography and histology was used to demonstrate the efficacy of this particular scaffold design. A proof-of-concept surgery has demonstrated cartilaginous tissue regeneration along the articulating surface with exuberant osseous tissue formation. Bone volumes and tissue mineral density at both the 1 and 3 month time points demonstrated significant new bone growth interior and exterior to the scaffold. Computationally designed scaffolds can support masticatory function in a large animal model as well as both osseous and cartilage regeneration. Our group is continuing to evaluate multiple implant designs in both young and mature Yucatan minipig animals. 2007 John Wiley & Sons, Ltd.
Explorations in Space and Time: Computer-Generated Astronomy Films
ERIC Educational Resources Information Center
Meeks, M. L.
1973-01-01
Discusses the use of the computer animation technique to travel through space and time and watch models of astronomical systems in motion. Included is a list of eight computer-generated demonstration films entitled Explorations in Space and Time.'' (CC)
Are There Feasible Alternatives to Laboratory Animals?
ERIC Educational Resources Information Center
Rowan, A. N.
1976-01-01
Discusses several alternatives to the use of laboratory animals in investigating biomedical problems. Alternatives include tissue culture, use of plant and bacterial material, redesigning experiments, and construction of mathematical and computer models. (CS)
The Effect of Audio and Animation in Multimedia Instruction
ERIC Educational Resources Information Center
Koroghlanian, Carol; Klein, James D.
2004-01-01
This study investigated the effects of audio, animation, and spatial ability in a multimedia computer program for high school biology. Participants completed a multimedia program that presented content by way of text or audio with lean text. In addition, several instructional sequences were presented either with static illustrations or animations.…
"Snow Soup" Students Take on Animation Creation
ERIC Educational Resources Information Center
Nikirk, Martin
2009-01-01
This article describes the process of producing "Snow Soup"--the 2009 Adobe Flash animation produced by the Computer Game Development and Animation seniors of Washington County Technical High School in Hagerstown, Maryland, for libraries in their area. In addition to the Flash product, the students produced two related Game Maker games, a printed…
Using Live Tissue Laboratories to Promote Clinical Reasoning in Doctor of Physical Therapy Students
ERIC Educational Resources Information Center
Moore, W. Allen; Noonan, Ann Cassidy
2010-01-01
Recently, the use of animal laboratories has decreased in medical and basic science programs due to lack of trained faculty members, student concerns about animal welfare, and the increased availability of inexpensive alternatives such as computer simulations and videos. Animal laboratories, however, have several advantages over alternative forms…
ERIC Educational Resources Information Center
Gunersel, Adalet Baris; Fleming, Steven
2014-01-01
Research shows that computer animations are especially helpful in fields such as chemistry and in this mixed-methods study, we investigate the educational effectiveness of Bio-Organic Reaction Animations (BioORA), a 3-D software, in four undergraduate biochemistry classes at different universities. Statistically significant findings indicate that…
Byrum, Russell; Keith, Lauren; Bartos, Christopher; St Claire, Marisa; Lackemeyer, Matthew G; Holbrook, Michael R; Janosko, Krisztina; Barr, Jason; Pusl, Daniela; Bollinger, Laura; Wada, Jiro; Coe, Linda; Hensley, Lisa E; Jahrling, Peter B; Kuhn, Jens H; Lentz, Margaret R
2016-10-03
Medical imaging using animal models for human diseases has been utilized for decades; however, until recently, medical imaging of diseases induced by high-consequence pathogens has not been possible. In 2014, the National Institutes of Health, National Institute of Allergy and Infectious Diseases, Integrated Research Facility at Fort Detrick opened an Animal Biosafety Level 4 (ABSL-4) facility to assess the clinical course and pathology of infectious diseases in experimentally infected animals. Multiple imaging modalities including computed tomography (CT), magnetic resonance imaging, positron emission tomography, and single photon emission computed tomography are available to researchers for these evaluations. The focus of this article is to describe the workflow for safely obtaining a CT image of a live guinea pig in an ABSL-4 facility. These procedures include animal handling, anesthesia, and preparing and monitoring the animal until recovery from sedation. We will also discuss preparing the imaging equipment, performing quality checks, communication methods from "hot side" (containing pathogens) to "cold side," and moving the animal from the holding room to the imaging suite.
Kimwele, Charles; Matheka, Duncan; Ferdowsian, Hope
2011-01-01
Introduction Animal experimentation is common in Africa, a region that accords little priority on animal protection in comparison to economic and social development. The current study aimed at investigating the prevalence of animal experimentation in Kenya, and to review shortfalls in policy, legislation, implementation and enforcement that result in inadequate animal care in Kenya and other African nations. Methods Data was collected using questionnaires, administered at 39 highly ranked academic and research institutions aiming to identify those that used animals, their sources of animals, and application of the three Rs. Perceived challenges to the use of non-animal alternatives and common methods of euthanasia were also queried. Data was analyzed using Epidata, SPSS 16.0 and Microsoft Excel. Results Thirty-eight (97.4%) of thirty-nine institutions reported using animals for education and/or research. Thirty (76.9%) institutions reported using analgesics or anesthetics on a regular basis. Thirteen (33.3%) institutions regularly used statistical methods to minimize the use of animals. Overall, sixteen (41.0%) institutions explored the use of alternatives to animals such as cell cultures and computer simulation techniques, with one (2.6%) academic institution having completely replaced animals with computer modeling, manikins and visual illustrations. The commonest form of euthanasia employed was chloroform administration, reportedly in fourteen (29.8%) of 47 total methods (some institutions used more than one method). Twenty-eight (71.8%) institutions had no designated ethics committee to review or monitor protocols using animals. Conclusion Animals are commonly used in academic and research institutions in Kenya. The relative lack of ethical guidance and oversight regarding the use of animals in research and education presents significant concerns. PMID:22355442
Kimwele, Charles; Matheka, Duncan; Ferdowsian, Hope
2011-01-01
Animal experimentation is common in Africa, a region that accords little priority on animal protection in comparison to economic and social development. The current study aimed at investigating the prevalence of animal experimentation in Kenya, and to review shortfalls in policy, legislation, implementation and enforcement that result in inadequate animal care in Kenya and other African nations. Data was collected using questionnaires, administered at 39 highly ranked academic and research institutions aiming to identify those that used animals, their sources of animals, and application of the three Rs. Perceived challenges to the use of non-animal alternatives and common methods of euthanasia were also queried. Data was analyzed using Epidata, SPSS 16.0 and Microsoft Excel. Thirty-eight (97.4%) of thirty-nine institutions reported using animals for education and/or research. Thirty (76.9%) institutions reported using analgesics or anesthetics on a regular basis. Thirteen (33.3%) institutions regularly used statistical methods to minimize the use of animals. Overall, sixteen (41.0%) institutions explored the use of alternatives to animals such as cell cultures and computer simulation techniques, with one (2.6%) academic institution having completely replaced animals with computer modeling, manikins and visual illustrations. The commonest form of euthanasia employed was chloroform administration, reportedly in fourteen (29.8%) of 47 total methods (some institutions used more than one method). Twenty-eight (71.8%) institutions had no designated ethics committee to review or monitor protocols using animals. Animals are commonly used in academic and research institutions in Kenya. The relative lack of ethical guidance and oversight regarding the use of animals in research and education presents significant concerns.
Computer Center: It's Time to Take Inventory.
ERIC Educational Resources Information Center
Spain, James D.
1984-01-01
Describes typical instructional applications of computers. Areas considered include: (1) instructional simulations and animations; (2) data analysis; (3) drill and practice; (4) student evaluation; (5) development of computer models and simulations; (6) biometrics or biostatistics; and (7) direct data acquisition and analysis. (JN)
Hermann, M
2002-05-01
The rigorous implementation of clear preoperative information is mandatory for the patient's understanding, acceptance and written informed consent to all diagnostic and surgical procedures. In the present study, I evaluated whether new media are suitable for conveying basic information to patients; I analysed the merits of computerized animation to illustrate a difficult treatment process, i.e., the progressive steps of a thyroid operation, in comparison to the use of conventional flyers. 3D animation software was employed to illustrate the basic anatomy of the thyroid and the larnyx; the principle of thyroidectomy was explained by visualizing the surgical procedure step by step. Finally, the possible complications that may result from the intraoperative manipulations were also visually explained. Eighty patients entered a prospective randomisation: on the day before surgery, group 1 watched the computer animation, whereas group 2 was given the identical information in a written text (= standard flyer). The evaluation included a questionnaire with scores of 1-5, rating the patients' understanding, subjective and objective knowledge, emotional factors like anxiety and trust, and the willingness to undergo an operation. Understanding of and subjective knowledge about the surgical procedure and possible complications, the degree of trust in professional treatment, the reduction in anxiety and readiness for the operation were significantly better after watching the computer animation than after reading the text. However, active knowledge did not improve significantly. The interest in the preoperative information was high in both groups. The benefit of computer animation was enhanced in a second inquiry; patients who had only read the text had a significant improvement in parameters after an additional exposure to the video animation. Preoperative surgical information can be optimized by presenting the operative procedure via computer animation. Nowadays, several types of new media such as the world wide web, CD, DVD, and digital TV are readily available and--as shown here--suitable for effective visual explanation. Most patients are familiar with acquiring new information by one of these means. An appropriately designed 3D repre-sentation is met with a high level of acceptance, as the present study clearly shows. Modern patient-based information systems are necessary. They can no longer be the sole responsibility of the medical profession, but must be on the agenda of hospital managements and of medical care systems as well.
NASA Astrophysics Data System (ADS)
Fairley, J. P.; Hinds, J. J.
2003-12-01
The advent of the World Wide Web in the early 1990s not only revolutionized the exchange of ideas and information within the scientific community, but also provided educators with a new array of teaching, informational, and promotional tools. Use of computer graphics and animation to explain concepts and processes can stimulate classroom participation and student interest in the geosciences, which has historically attracted students with strong spatial and visualization skills. In today's job market, graduates are expected to have knowledge of computers and the ability to use them for acquiring, processing, and visually analyzing data. Furthermore, in addition to promoting visibility and communication within the scientific community, computer graphics and the Internet can be informative and educational for the general public. Although computer skills are crucial for earth science students and educators, many pitfalls exist in implementing computer technology and web-based resources into research and classroom activities. Learning to use these new tools effectively requires a significant time commitment and careful attention to the source and reliability of the data presented. Furthermore, educators have a responsibility to ensure that students and the public understand the assumptions and limitations of the materials presented, rather than allowing them to be overwhelmed by "gee-whiz" aspects of the technology. We present three examples of computer technology in the earth sciences classroom: 1) a computer animation of water table response to well pumping, 2) a 3-D fly-through animation of a fault controlled valley, and 3) a virtual field trip for an introductory geology class. These examples demonstrate some of the challenges and benefits of these new tools, and encourage educators to expand the responsible use of computer technology for teaching and communicating scientific results to the general public.
ERIC Educational Resources Information Center
Dwyer, Donna; And Others
1989-01-01
Reviewed are seven software packages for Apple and IBM computers. Included are: "Toxicology"; "Science Corner: Space Probe"; "Alcohol and Pregnancy"; "Science Tool Kit Plus"; Computer Investigations: Plant Growth"; "Climatrolls"; and "Animal Watch: Whales." (CW)
Computer Series, 83. Bits and Pieces, 34.
ERIC Educational Resources Information Center
Moore, John W., Ed.
1987-01-01
Contains seven articles about computer applications to chemistry instruction. Includes descriptions of a three-dimensional animation of a potential energy surface, numerical solutions of kinetic equations, applications for spectroscopy courses, a computer-controlled experiment on the tin/lead solid/liquid phase diagram, an inexpensive thermistor…
NASA Astrophysics Data System (ADS)
Gerszewski, Daniel James
Physical simulation has become an essential tool in computer animation. As the use of visual effects increases, the need for simulating real-world materials increases. In this dissertation, we consider three problems in physics-based animation: large-scale splashing liquids, elastoplastic material simulation, and dimensionality reduction techniques for fluid simulation. Fluid simulation has been one of the greatest successes of physics-based animation, generating hundreds of research papers and a great many special effects over the last fifteen years. However, the animation of large-scale, splashing liquids remains challenging. We show that a novel combination of unilateral incompressibility, mass-full FLIP, and blurred boundaries is extremely well-suited to the animation of large-scale, violent, splashing liquids. Materials that incorporate both plastic and elastic deformations, also referred to as elastioplastic materials, are frequently encountered in everyday life. Methods for animating such common real-world materials are useful for effects practitioners and have been successfully employed in films. We describe a point-based method for animating elastoplastic materials. Our primary contribution is a simple method for computing the deformation gradient for each particle in the simulation. Given the deformation gradient, we can apply arbitrary constitutive models and compute the resulting elastic forces. Our method has two primary advantages: we do not store or compare to an initial rest configuration and we work directly with the deformation gradient. The first advantage avoids poor numerical conditioning and the second naturally leads to a multiplicative model of deformation appropriate for finite deformations. One of the most significant drawbacks of physics-based animation is that ever-higher fidelity leads to an explosion in the number of degrees of freedom. This problem leads us to the consideration of dimensionality reduction techniques. We present several enhancements to model-reduced fluid simulation that allow improved simulation bases and two-way solid-fluid coupling. Specifically, we present a basis enrichment scheme that allows us to combine data-driven or artistically derived bases with more general analytic bases derived from Laplacian Eigenfunctions. Additionally, we handle two-way solid-fluid coupling in a time-splitting fashion---we alternately timestep the fluid and rigid body simulators, while taking into account the effects of the fluid on the rigid bodies and vice versa. We employ the vortex panel method to handle solid-fluid coupling and use dynamic pressure to compute the effect of the fluid on rigid bodies. Taken together, these contributions have advanced the state-of-the art in physics-based animation and are practical enough to be used in production pipelines.
Computer-Mediated Materials for Chinese Character Learning.
ERIC Educational Resources Information Center
Hsu, Hui-Mei; Gao, Liwei
2002-01-01
Reviews four sets of computer-mediated materials for Chinese character learning. These include the following: Write Chinese, Chinese Characters Primer, Animated Chinese Characters, and USC Chinese Character Page. (Author/VWL)
Nakayasu, Tomohiro; Yasugi, Masaki; Shiraishi, Soma; Uchida, Seiichi; Watanabe, Eiji
2017-01-01
We studied social approach behaviour in medaka fish using three-dimensional computer graphic (3DCG) animations based on the morphological features and motion characteristics obtained from real fish. This is the first study which used 3DCG animations and examined the relative effects of morphological and motion cues on social approach behaviour in medaka. Various visual stimuli, e.g., lack of motion, lack of colour, alternation in shape, lack of locomotion, lack of body motion, and normal virtual fish in which all four features (colour, shape, locomotion, and body motion) were reconstructed, were created and presented to fish using a computer display. Medaka fish presented with normal virtual fish spent a long time in proximity to the display, whereas time spent near the display was decreased in other groups when compared with normal virtual medaka group. The results suggested that the naturalness of visual cues contributes to the induction of social approach behaviour. Differential effects between body motion and locomotion were also detected. 3DCG animations can be a useful tool to study the mechanisms of visual processing and social behaviour in medaka.
Nakayasu, Tomohiro; Yasugi, Masaki; Shiraishi, Soma; Uchida, Seiichi; Watanabe, Eiji
2017-01-01
We studied social approach behaviour in medaka fish using three-dimensional computer graphic (3DCG) animations based on the morphological features and motion characteristics obtained from real fish. This is the first study which used 3DCG animations and examined the relative effects of morphological and motion cues on social approach behaviour in medaka. Various visual stimuli, e.g., lack of motion, lack of colour, alternation in shape, lack of locomotion, lack of body motion, and normal virtual fish in which all four features (colour, shape, locomotion, and body motion) were reconstructed, were created and presented to fish using a computer display. Medaka fish presented with normal virtual fish spent a long time in proximity to the display, whereas time spent near the display was decreased in other groups when compared with normal virtual medaka group. The results suggested that the naturalness of visual cues contributes to the induction of social approach behaviour. Differential effects between body motion and locomotion were also detected. 3DCG animations can be a useful tool to study the mechanisms of visual processing and social behaviour in medaka. PMID:28399163
Data Visualization and Animation Lab (DVAL) overview
NASA Technical Reports Server (NTRS)
Stacy, Kathy; Vonofenheim, Bill
1994-01-01
The general capabilities of the Langley Research Center Data Visualization and Animation Laboratory is described. These capabilities include digital image processing, 3-D interactive computer graphics, data visualization and analysis, video-rate acquisition and processing of video images, photo-realistic modeling and animation, video report generation, and color hardcopies. A specialized video image processing system is also discussed.
ERIC Educational Resources Information Center
Günersel, Adalet B.; Fleming, Steven A.
2013-01-01
Research shows that computer-based simulations and animations are especially helpful in fields such as chemistry where concepts are abstract and cannot be directly observed. Bio-Organic Reaction Animations (BioORA) is a freely available 3D visualization software program developed to help students understand the chemistry of biomolecular events.…
Aeroelastic, CFD, and Dynamics Computation and Optimization for Buffet and Flutter Applications
NASA Technical Reports Server (NTRS)
Kandil, Osama A.
1997-01-01
Accomplishments achieved during the reporting period are listed. These accomplishments included 6 papers published in various journals or presented at various conferences; 1 abstract submitted to a technical conference; production of 2 animated movies; and a proposal for use of the National Aerodynamic Simulation Facility at NASA Ames Research Center for further research. The published and presented papers and animated movies addressed the following topics: aeroelasticity, computational fluid dynamics, structural dynamics, wing and tail buffet, vortical flow interactions, and delta wings.
NASA Technical Reports Server (NTRS)
Wang, Ten-See; Dumas, Catherine
1993-01-01
A computational fluid dynamics (CFD) model has been applied to study the transient flow phenomena of the nozzle and exhaust plume of the Space Shuttle Main Engine (SSME), fired at sea level. The CFD model is a time accurate, pressure based, reactive flow solver. A six-species hydrogen/oxygen equilibrium chemistry is used to describe the chemical-thermodynamics. An adaptive upwinding scheme is employed for the spatial discretization, and a predictor, multiple corrector method is used for the temporal solution. Both engine start-up and shut-down processes were simulated. The elapse time is approximately five seconds for both cases. The computed results were animated and compared with the test. The images for the animation were created with PLOT3D and FAST and then animated with ABEKAS. The hysteresis effects, and the issues of free-shock separation, restricted-shock separation and the end-effects were addressed.
Taylor, Gavin J; Paulk, Angelique C; Pearson, Thomas W J; Moore, Richard J D; Stacey, Jacqui A; Ball, David; van Swinderen, Bruno; Srinivasan, Mandyam V
2015-10-01
When using virtual-reality paradigms to study animal behaviour, careful attention must be paid to how the animal's actions are detected. This is particularly relevant in closed-loop experiments where the animal interacts with a stimulus. Many different sensor types have been used to measure aspects of behaviour, and although some sensors may be more accurate than others, few studies have examined whether, and how, such differences affect an animal's behaviour in a closed-loop experiment. To investigate this issue, we conducted experiments with tethered honeybees walking on an air-supported trackball and fixating a visual object in closed-loop. Bees walked faster and along straighter paths when the motion of the trackball was measured in the classical fashion - using optical motion sensors repurposed from computer mice - than when measured more accurately using a computer vision algorithm called 'FicTrac'. When computer mouse sensors were used to measure bees' behaviour, the bees modified their behaviour and achieved improved control of the stimulus. This behavioural change appears to be a response to a systematic error in the computer mouse sensor that reduces the sensitivity of this sensor system under certain conditions. Although the large perceived inertia and mass of the trackball relative to the honeybee is a limitation of tethered walking paradigms, observing differences depending on the sensor system used to measure bee behaviour was not expected. This study suggests that bees are capable of fine-tuning their motor control to improve the outcome of the task they are performing. Further, our findings show that caution is required when designing virtual-reality experiments, as animals can potentially respond to the artificial scenario in unexpected and unintended ways. © 2015. Published by The Company of Biologists Ltd.
ERIC Educational Resources Information Center
National Institute of General Medical Sciences (NIGMS), 2009
2009-01-01
Computer advances now let researchers quickly search through DNA sequences to find gene variations that could lead to disease, simulate how flu might spread through one's school, and design three-dimensional animations of molecules that rival any video game. By teaming computers and biology, scientists can answer new and old questions that could…
SIGMA--A Graphical Approach to Teaching Simulation.
ERIC Educational Resources Information Center
Schruben, Lee W.
1992-01-01
SIGMA (Simulation Graphical Modeling and Analysis) is a computer graphics environment for building, testing, and experimenting with discrete event simulation models on personal computers. It uses symbolic representations (computer animation) to depict the logic of large, complex discrete event systems for easier understanding and has proven itself…
Real-time physics-based 3D biped character animation using an inverted pendulum model.
Tsai, Yao-Yang; Lin, Wen-Chieh; Cheng, Kuangyou B; Lee, Jehee; Lee, Tong-Yee
2010-01-01
We present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real time. Our approach utilizes an inverted pendulum model to online adjust the desired motion trajectory from the input motion capture data. This online adjustment produces a physically plausible motion trajectory adapted to dynamic environments, which is then used as the desired motion for the motion controllers to track in dynamics simulation. Rather than using Proportional-Derivative controllers whose parameters usually cannot be easily set, our motion tracking adopts a velocity-driven method which computes joint torques based on the desired joint angular velocities. Physically correct full-body motion of the 3D character is computed in dynamics simulation using the computed torques and dynamical model of the character. Our experiments demonstrate that tracking motion capture data with real-time response animation can be achieved easily. In addition, physically plausible motion style editing, automatic motion transition, and motion adaptation to different limb sizes can also be generated without difficulty.
Crash Simulation and Animation: 'A New Approach for Traffic Safety Analysis'
DOT National Transportation Integrated Search
2001-02-01
This researchs objective is to present a methodology to supplement the conventional traffic safety analysis techniques. This methodology aims at using computer simulation to animate and visualize crash occurrence at high-risk locations. This methodol...
1984-12-01
with more gene - ral arrival process or service-time distribution, with attention restricted to critical-number policies, have been studied by Adler...points of their respective intervals. This method proved quite satisfactory for df’s that possess no sharp peaks or severe skewness. The method is...then (animal is carnivore))) (rule id6 (if (animal has pointed teeth ) (animal has claws) (animal has forward eyes)) (then (animal is carnivore
ERIC Educational Resources Information Center
Nikirk, Martin
2006-01-01
This article discusses a computer game design and animation pilot at Washington County Technical High School as part of the advanced computer applications completer program. The focus of the instructional program is to teach students the 16 components of computer game design through a team-centered, problem-solving instructional format. Among…
Quo Vadimus? The 21st Century and Multimedia.
ERIC Educational Resources Information Center
Kuhn, Allan D.
This paper relates the concept of computer-driven multimedia to the National Aeronautics and Space Administration (NASA) Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer-based information that allows…
A heterogeneous computing environment for simulating astrophysical fluid flows
NASA Technical Reports Server (NTRS)
Cazes, J.
1994-01-01
In the Concurrent Computing Laboratory in the Department of Physics and Astronomy at Louisiana State University we have constructed a heterogeneous computing environment that permits us to routinely simulate complicated three-dimensional fluid flows and to readily visualize the results of each simulation via three-dimensional animation sequences. An 8192-node MasPar MP-1 computer with 0.5 GBytes of RAM provides 250 MFlops of execution speed for our fluid flow simulations. Utilizing the parallel virtual machine (PVM) language, at periodic intervals data is automatically transferred from the MP-1 to a cluster of workstations where individual three-dimensional images are rendered for inclusion in a single animation sequence. Work is underway to replace executions on the MP-1 with simulations performed on the 512-node CM-5 at NCSA and to simultaneously gain access to more potent volume rendering workstations.
A computational framework for the study of confidence in humans and animals
Kepecs, Adam; Mainen, Zachary F.
2012-01-01
Confidence judgements, self-assessments about the quality of a subject's knowledge, are considered a central example of metacognition. Prima facie, introspection and self-report appear the only way to access the subjective sense of confidence or uncertainty. Contrary to this notion, overt behavioural measures can be used to study confidence judgements by animals trained in decision-making tasks with perceptual or mnemonic uncertainty. Here, we suggest that a computational approach can clarify the issues involved in interpreting these tasks and provide a much needed springboard for advancing the scientific understanding of confidence. We first review relevant theories of probabilistic inference and decision-making. We then critically discuss behavioural tasks employed to measure confidence in animals and show how quantitative models can help to constrain the computational strategies underlying confidence-reporting behaviours. In our view, post-decision wagering tasks with continuous measures of confidence appear to offer the best available metrics of confidence. Since behavioural reports alone provide a limited window into mechanism, we argue that progress calls for measuring the neural representations and identifying the computations underlying confidence reports. We present a case study using such a computational approach to study the neural correlates of decision confidence in rats. This work shows that confidence assessments may be considered higher order, but can be generated using elementary neural computations that are available to a wide range of species. Finally, we discuss the relationship of confidence judgements to the wider behavioural uses of confidence and uncertainty. PMID:22492750
Woo, Kevin L; Rieucau, Guillaume; Burke, Darren
2017-02-01
Identifying perceptual thresholds is critical for understanding the mechanisms that underlie signal evolution. Using computer-animated stimuli, we examined visual speed sensitivity in the Jacky dragon Amphibolurus muricatus , a species that makes extensive use of rapid motor patterns in social communication. First, focal lizards were tested in discrimination trials using random-dot kinematograms displaying combinations of speed, coherence, and direction. Second, we measured subject lizards' ability to predict the appearance of a secondary reinforcer (1 of 3 different computer-generated animations of invertebrates: cricket, spider, and mite) based on the direction of movement of a field of drifting dots by following a set of behavioural responses (e.g., orienting response, latency to respond) to our virtual stimuli. We found an effect of both speed and coherence, as well as an interaction between these 2 factors on the perception of moving stimuli. Overall, our results showed that Jacky dragons have acute sensitivity to high speeds. We then employed an optic flow analysis to match the performance to ecologically relevant motion. Our results suggest that the Jacky dragon visual system may have been shaped to detect fast motion. This pre-existing sensitivity may have constrained the evolution of conspecific displays. In contrast, Jacky dragons may have difficulty in detecting the movement of ambush predators, such as snakes and of some invertebrate prey. Our study also demonstrates the potential of the computer-animated stimuli technique for conducting nonintrusive tests to explore motion range and sensitivity in a visually mediated species.
The Effects of Animation Technique on Teaching of Acids and Bases Topics
ERIC Educational Resources Information Center
Dasdemir, Ikramettin; Doymus, Kemal; Simsek, Ümit; Karaçöp, Ataman
2008-01-01
This study has been carried out in order to determine the effect of computer animations in teaching acid and base topics in science and technology courses on the academic success of the primary school students and the opinions of students related to teaching with the animations. This research was conducted by the participation of 55 students from…
Evaluating the Efficacy of an Animation to Enhance Understanding of First Motion Diagrams
NASA Astrophysics Data System (ADS)
Farmer, E. C.
2011-12-01
Having taught the interpretation of first motion diagrams (sometimes referred to as "beach ball diagrams" due to their appearance) in an Introduction to Physical Geology class over many semesters, I was frustrated with the hand-waving this effort entailed when describing static diagrams. I searched for a computer animation that would show how the initial ground motions in an earthquake correspond to the various shaded regions in each first motion diagram, but was not able to find such a pedagogical tool in existence. I decided to work with the staff of my University's Faculty Computing Services to create something that would serve this need. We designed and constructed an animation of strike-slip motions, which can be seen at http://people.hofstra.edu/alex_smiros/earthquake/grid_22march2011.swf. A still image of the animation appears in Figure 1. In order to see if utilizing this visualization enhanced student understanding of the difficult concepts involved in interpreting first motion diagrams, I compared scores on test questions involving first motion diagrams from two different semester iterations of the course: one was taught without utilizing the animation, and one was taught with utilization of the animation.
Beuter, Anne
2017-05-01
Recent publications call for more animal models to be used and more experiments to be performed, in order to better understand the mechanisms of neurodegenerative disorders, to improve human health, and to develop new brain stimulation treatments. In response to these calls, some limitations of the current animal models are examined by using Deep Brain Stimulation (DBS) in Parkinson's disease as an illustrative example. Without focusing on the arguments for or against animal experimentation, or on the history of DBS, the present paper argues that given recent technological and theoretical advances, the time has come to consider bioinspired computational modelling as a valid alternative to animal models, in order to design the next generation of human brain stimulation treatments. However, before computational neuroscience is fully integrated in the translational process and used as a substitute for animal models, several obstacles need to be overcome. These obstacles are examined in the context of institutional, financial, technological and behavioural lock-in. Recommendations include encouraging agreement to change long-term habitual practices, explaining what alternative models can achieve, considering economic stakes, simplifying administrative and regulatory constraints, and carefully examining possible conflicts of interest. 2017 FRAME.
Kehinde, Elijah O.
2013-01-01
The objective of this review article was to examine current and prospective developments in the scientific use of laboratory animals, and to find out whether or not there are still valid scientific benefits of and justification for animal experimentation. The PubMed and Web of Science databases were searched using the following key words: animal models, basic research, pharmaceutical research, toxicity testing, experimental surgery, surgical simulation, ethics, animal welfare, benign, malignant diseases. Important relevant reviews, original articles and references from 1970 to 2012 were reviewed for data on the use of experimental animals in the study of diseases. The use of laboratory animals in scientific research continues to generate intense public debate. Their use can be justified today in the following areas of research: basic scientific research, use of animals as models for human diseases, pharmaceutical research and development, toxicity testing and teaching of new surgical techniques. This is because there are inherent limitations in the use of alternatives such as in vitro studies, human clinical trials or computer simulation. However, there are problems of transferability of results obtained from animal research to humans. Efforts are on-going to find suitable alternatives to animal experimentation like cell and tissue culture and computer simulation. For the foreseeable future, it would appear that to enable scientists to have a more precise understanding of human disease, including its diagnosis, prognosis and therapeutic intervention, there will still be enough grounds to advocate animal experimentation. However, efforts must continue to minimize or eliminate the need for animal testing in scientific research as soon as possible. PMID:24217224
Kehinde, Elijah O
2013-01-01
The objective of this review article was to examine current and prospective developments in the scientific use of laboratory animals, and to find out whether or not there are still valid scientific benefits of and justification for animal experimentation. The PubMed and Web of Science databases were searched using the following key words: animal models, basic research, pharmaceutical research, toxicity testing, experimental surgery, surgical simulation, ethics, animal welfare, benign, malignant diseases. Important relevant reviews, original articles and references from 1970 to 2012 were reviewed for data on the use of experimental animals in the study of diseases. The use of laboratory animals in scientific research continues to generate intense public debate. Their use can be justified today in the following areas of research: basic scientific research, use of animals as models for human diseases, pharmaceutical research and development, toxicity testing and teaching of new surgical techniques. This is because there are inherent limitations in the use of alternatives such as in vitro studies, human clinical trials or computer simulation. However, there are problems of transferability of results obtained from animal research to humans. Efforts are on-going to find suitable alternatives to animal experimentation like cell and tissue culture and computer simulation. For the foreseeable future, it would appear that to enable scientists to have a more precise understanding of human disease, including its diagnosis, prognosis and therapeutic intervention, there will still be enough grounds to advocate animal experimentation. However, efforts must continue to minimize or eliminate the need for animal testing in scientific research as soon as possible. © 2013 S. Karger AG, Basel.
2015-01-01
The Mass, Metabolism and Length Explanation (MMLE) was advanced in 1984 to explain the relationship between metabolic rate and body mass for birds and mammals. This paper reports on a modernized version of MMLE. MMLE deterministically computes the absolute value of Basal Metabolic Rate (BMR) and body mass for individual animals. MMLE is thus distinct from other examinations of these topics that use species-averaged data to estimate the parameters in a statistically best fit power law relationship such as BMR = a(bodymass)b. Beginning with the proposition that BMR is proportional to the number of mitochondria in an animal, two primary equations are derived that compute BMR and body mass as functions of an individual animal’s characteristic length and sturdiness factor. The characteristic length is a measureable skeletal length associated with an animal’s means of propulsion. The sturdiness factor expresses how sturdy or gracile an animal is. Eight other parameters occur in the equations that vary little among animals in the same phylogenetic group. The present paper modernizes MMLE by explicitly treating Froude and Strouhal dynamic similarity of mammals’ skeletal musculature, revising the treatment of BMR and using new data to estimate numerical values for the parameters that occur in the equations. A mass and length data set with 575 entries from the orders Rodentia, Chiroptera, Artiodactyla, Carnivora, Perissodactyla and Proboscidea is used. A BMR and mass data set with 436 entries from the orders Rodentia, Chiroptera, Artiodactyla and Carnivora is also used. With the estimated parameter values MMLE can calculate characteristic length and sturdiness factor values so that every BMR and mass datum from the BMR and mass data set can be computed exactly. Furthermore MMLE can calculate characteristic length and sturdiness factor values so that every body mass and length datum from the mass and length data set can be computed exactly. Whether or not MMLE can calculate a sturdiness factor value so that an individual animal’s BMR and body mass can be simultaneously computed given its characteristic length awaits analysis of a data set that simultaneously reports all three of these items for individual animals. However for many of the addressed MMLE homogeneous groups, MMLE can predict the exponent obtained by regression analysis of the BMR and mass data using the exponent obtained by regression analysis of the mass and length data. This argues that MMLE may be able to accurately simultaneously compute BMR and mass for an individual animal. PMID:26355655
New Focus on Replacing Animals in the Lab.
ERIC Educational Resources Information Center
Holden, Constance
1982-01-01
Reviews the pros and cons of using animals or alternatives in scientific research. Such alternatives (as indicated in congressional bill HR 556) include mathematical models, isolated organs, tissue and cell cultures, computer simulations, mechanical models, and "lower" organisms among others. (SK)
Comparison of domestic and foreign genotypes by country and continent
USDA-ARS?s Scientific Manuscript database
Genomic evaluations for foreign animals are easily computed, and reliabilities are highest for animals well connected to the domestic reference population and managed in similar environments. Genomic and pedigree relationships, inbreeding, pedigree completeness, pedigree accuracy and genomic merit w...
ERIC Educational Resources Information Center
Online-Offline, 1999
1999-01-01
This theme issue on knowledge includes annotated listings of Web sites, CD-ROMs and computer software, videos, books, and additional resources that deal with knowledge and differences between how animals and humans learn. Sidebars discuss animal intelligence, learning proper behavior, and getting news from the Internet. (LRW)
Technology at the zoo: the influence of a touchscreen computer on orangutans and zoo visitors.
Perdue, Bonnie M; Clay, Andrea W; Gaalema, Diann E; Maple, Terry L; Stoinski, Tara S
2012-01-01
A computer-controlled touchscreen apparatus (hereafter referred to as "touchscreen") in the orangutan exhibit at Zoo Atlanta provides enrichment to the animals and allows cognitive research to take place on exhibit. This study investigated the impact of the touchscreen on orangutan behavior and visibility, as well as its impact on zoo visitors. Despite previous research suggesting that providing a single computer system may negatively affect orangutan behavior, there was not a significant increase in aggression, stereotypic, or distress-related behaviors following the activation of the on-exhibit touchscreen. We also investigated the possibility that zoo visitors may be negatively affected by technology because it deviates from naturalism. However, we did not find a change in stay time or overall experience rating when the computer was turned on. This research was the first to assess visitor attitudes toward technology at the zoo, and we found that visitors report highly positive attitudes about technology for both animals and visitors. If subjects visited the exhibit when the computer was turned on, they more strongly agreed that orangutans benefit from interacting with computerized enrichment. This study is the first investigation of an on-exhibit touchscreen in group-housed apes; our findings of no negative effects on the animals or zoo visitors and positive attitudes toward technology suggest a significant value of this practice. © 2011 Wiley Periodicals, Inc.
Computer-Based Alternatives to Using Animals in Teaching Physiology.
ERIC Educational Resources Information Center
Dewhurst, David
1990-01-01
Three interactive computer-assisted learning programs are described. The use of tissues from freshly killed frogs is simulated, including the isolated sciatic nerve, the sciatic nerve-gastrocnemius muscle, and the in situ heart. (KR)
NASA Astrophysics Data System (ADS)
Pieper, Steven D.; McKenna, Michael; Chen, David; McDowall, Ian E.
1994-04-01
We are interested in the application of computer animation to surgery. Our current project, a navigation and visualization tool for knee arthroscopy, relies on real-time computer graphics and the human interface technologies associated with virtual reality. We believe that this new combination of techniques will lead to improved surgical outcomes and decreased health care costs. To meet these expectations in the medical field, the system must be safe, usable, and cost-effective. In this paper, we outline some of the most important hardware and software specifications in the areas of video input and output, spatial tracking, stereoscopic displays, computer graphics models and libraries, mass storage and network interfaces, and operating systems. Since this is a fairly new combination of technologies and a new application, our justification for our specifications are drawn from the current generation of surgical technology and by analogy to other fields where virtual reality technology has been more extensively applied and studied.
Space Spurred Computer Graphics
NASA Technical Reports Server (NTRS)
1983-01-01
Dicomed Corporation was asked by NASA in the early 1970s to develop processing capabilities for recording images sent from Mars by Viking spacecraft. The company produced a film recorder which increased the intensity levels and the capability for color recording. This development led to a strong technology base resulting in sophisticated computer graphics equipment. Dicomed systems are used to record CAD (computer aided design) and CAM (computer aided manufacturing) equipment, to update maps and produce computer generated animation.
Computer generated animation and movie production at LARC: A case study
NASA Technical Reports Server (NTRS)
Gates, R. L.; Matthews, C. G.; Vonofenheim, W. H.; Randall, D. P.; Jones, K. H.
1984-01-01
The process of producing computer generated 16mm movies using the MOVIE.BYU software package developed by Brigham Young University and the currently available hardware technology at the Langley Research Center is described. A general overview relates the procedures to a specific application. Details are provided which describe the data used, preparation of a storyboard, key frame generation, the actual animation, title generation, filming, and processing/developing the final product. Problems encountered in each of these areas are identified. Both hardware and software problems are discussed along with proposed solutions and recommendations.
Advances in Human-Computer Interaction: Graphics and Animation Components for Interface Design
NASA Astrophysics Data System (ADS)
Cipolla Ficarra, Francisco V.; Nicol, Emma; Cipolla-Ficarra, Miguel; Richardson, Lucy
We present an analysis of communicability methodology in graphics and animation components for interface design, called CAN (Communicability, Acceptability and Novelty). This methodology has been under development between 2005 and 2010, obtaining excellent results in cultural heritage, education and microcomputing contexts. In studies where there is a bi-directional interrelation between ergonomics, usability, user-centered design, software quality and the human-computer interaction. We also present the heuristic results about iconography and layout design in blogs and websites of the following countries: Spain, Italy, Portugal and France.
Makungu, M; du Plessis, W M; Groenewald, H B; Barrows, M; Koeppel, K N
2015-12-01
The red panda (Ailurus fulgens) is a quadrupedal arboreal animal primarily distributed in the Himalayas and southern China. It is a species commonly kept in zoological collections. This study was carried out to describe the morphology of the pelvis and hind limb of the red panda evidenced by gross osteology, radiography and computed tomography as a reference for clinical use and identification of skeletons. Radiography of the pelvis and right hind limb was performed in nine and seven animals, respectively. Radiographic findings were correlated with bone specimens from three adult animals. Computed tomography of the torso and hind limb was performed in one animal. The pelvic bone had a wide ventromedial surface of the ilium. The trochlea of the femur was wide and shallow. The patella was similar to that seen in feline species. The medial fabella was not seen radiographically in any animal. The cochlea grooves of the tibia were shallow with a poorly defined intermediate ridge. The trochlea of the talus was shallow and presented with an almost flattened medial ridge. The tarsal sesamoid bone was always present. The lateral process of the base of the fifth metatarsal (MT) bone was directed laterally. The MT bones were widely spaced. The morphology of the pelvis and hind limb of the red panda indicated flexibility of the pelvis and hind limb joints as an adaptation to an arboreal quadrupedal lifestyle. © 2014 Blackwell Verlag GmbH.
Togasaki, Daniel M; Hsu, Albert; Samant, Meghana; Farzan, Bijan; DeLanney, Louis E; Langston, J William; Di Monte, Donato A; Quik, Maryka
2005-06-30
Investigations using models of neurologic disease frequently involve quantifying animal motor activity. We developed a simple method for measuring motor activity using a computer-based video system (the Webcam system) consisting of an inexpensive video camera connected to a personal computer running customized software. Images of the animals are captured at half-second intervals and movement is quantified as the number of pixel changes between consecutive images. The Webcam system allows measurement of motor activity of the animals in their home cages, without devices affixed to their bodies. Webcam quantification of movement was validated by correlation with measures simultaneously obtained by two other methods: measurement of locomotion by interruption of infrared beams; and measurement of general motor activity using portable accelerometers. In untreated squirrel monkeys, correlations of Webcam and locomotor activity exceeded 0.79, and correlations with general activity counts exceeded 0.65. Webcam activity decreased after the monkeys were rendered parkinsonian by treatment with 1-methyl-4-phenyl-1,2,3,6-tetrahydropyridine (MPTP), but the correlations with the other measures of motor activity were maintained. Webcam activity also correlated with clinical ratings of parkinsonism. These results indicate that the Webcam system is reliable under both untreated and experimental conditions and is an excellent method for quantifying motor activity in animals.
Niazi, Muaz A
2014-01-01
The body structure of snakes is composed of numerous natural components thereby making it resilient, flexible, adaptive, and dynamic. In contrast, current computer animations as well as physical implementations of snake-like autonomous structures are typically designed to use either a single or a relatively smaller number of components. As a result, not only these artificial structures are constrained by the dimensions of the constituent components but often also require relatively more computationally intensive algorithms to model and animate. Still, these animations often lack life-like resilience and adaptation. This paper presents a solution to the problem of modeling snake-like structures by proposing an agent-based, self-organizing algorithm resulting in an emergent and surprisingly resilient dynamic structure involving a minimal of interagent communication. Extensive simulation experiments demonstrate the effectiveness as well as resilience of the proposed approach. The ideas originating from the proposed algorithm can not only be used for developing self-organizing animations but can also have practical applications such as in the form of complex, autonomous, evolvable robots with self-organizing, mobile components with minimal individual computational capabilities. The work also demonstrates the utility of exploratory agent-based modeling (EABM) in the engineering of artificial life-like complex adaptive systems.
Niazi, Muaz A.
2014-01-01
The body structure of snakes is composed of numerous natural components thereby making it resilient, flexible, adaptive, and dynamic. In contrast, current computer animations as well as physical implementations of snake-like autonomous structures are typically designed to use either a single or a relatively smaller number of components. As a result, not only these artificial structures are constrained by the dimensions of the constituent components but often also require relatively more computationally intensive algorithms to model and animate. Still, these animations often lack life-like resilience and adaptation. This paper presents a solution to the problem of modeling snake-like structures by proposing an agent-based, self-organizing algorithm resulting in an emergent and surprisingly resilient dynamic structure involving a minimal of interagent communication. Extensive simulation experiments demonstrate the effectiveness as well as resilience of the proposed approach. The ideas originating from the proposed algorithm can not only be used for developing self-organizing animations but can also have practical applications such as in the form of complex, autonomous, evolvable robots with self-organizing, mobile components with minimal individual computational capabilities. The work also demonstrates the utility of exploratory agent-based modeling (EABM) in the engineering of artificial life-like complex adaptive systems. PMID:24701135
Irreversible electroporation of the pancreas is feasible and safe in a porcine survival model.
Fritz, Stefan; Sommer, Christof M; Vollherbst, Dominik; Wachter, Miguel F; Longerich, Thomas; Sachsenmeier, Milena; Knapp, Jürgen; Radeleff, Boris A; Werner, Jens
2015-07-01
Use of thermal tumor ablation in the pancreatic parenchyma is limited because of the risk of pancreatitis, pancreatic fistula, or hemorrhage. This study aimed to evaluate the feasibility and safety of irreversible electroporation (IRE) in a porcine model. Ten pigs were divided into 2 study groups. In the first group, animals received IRE of the pancreatic tail and were killed after 60 minutes. In the second group, animals received IRE at the head of the pancreas and were followed up for 7 days. Clinical parameters, computed tomography imaging, laboratory results, and histology were obtained. All animals survived IRE ablation, and no cardiac adverse effects were noted. Sixty minutes after IRE, a hypodense lesion on computed tomography imaging indicated the ablation zone. None of the animals developed clinical signs of acute pancreatitis. Only small amounts of ascites fluid, with a transient increase in amylase and lipase levels, were observed, indicating that no pancreatic fistula occurred. This porcine model shows that IRE is feasible and safe in the pancreatic parenchyma. Computed tomography imaging reveals significant changes at 60 minutes after IRE and therefore might serve as an early indicator of therapeutic success. Clinical studies are needed to evaluate the efficacy of IRE in pancreatic cancer.
Edge co-occurrences can account for rapid categorization of natural versus animal images
NASA Astrophysics Data System (ADS)
Perrinet, Laurent U.; Bednar, James A.
2015-06-01
Making a judgment about the semantic category of a visual scene, such as whether it contains an animal, is typically assumed to involve high-level associative brain areas. Previous explanations require progressively analyzing the scene hierarchically at increasing levels of abstraction, from edge extraction to mid-level object recognition and then object categorization. Here we show that the statistics of edge co-occurrences alone are sufficient to perform a rough yet robust (translation, scale, and rotation invariant) scene categorization. We first extracted the edges from images using a scale-space analysis coupled with a sparse coding algorithm. We then computed the “association field” for different categories (natural, man-made, or containing an animal) by computing the statistics of edge co-occurrences. These differed strongly, with animal images having more curved configurations. We show that this geometry alone is sufficient for categorization, and that the pattern of errors made by humans is consistent with this procedure. Because these statistics could be measured as early as the primary visual cortex, the results challenge widely held assumptions about the flow of computations in the visual system. The results also suggest new algorithms for image classification and signal processing that exploit correlations between low-level structure and the underlying semantic category.
Children Learning from Artfully Designed, Three-Dimensional Computer Animation
ERIC Educational Resources Information Center
Ju, Yoomi Choi; Cifuentes, Lauren
2002-01-01
An artfully designed, 3-D computer-generated video story was created to demonstrate the mixing of primary colors to obtain secondary colors. Two research questions were explored in this research: Do artfully designed 3-D computer-generated video stories enhance learning or are such entertaining works a distraction from learning? And, do children…
Federal Register 2010, 2011, 2012, 2013, 2014
2010-02-18
...,880). This is a one-time cost for a computer or mathematic employees to design and prepare a report... Occupational Classification 15-0000, computer and mathematics occupations, all industries; we add 40 percent to... believes that manufacturers of animal drugs already possess the computers, software, and additional...
Rapid calculation of genomic evaluations for new animals
USDA-ARS?s Scientific Manuscript database
A method was developed to calculate preliminary genomic evaluations daily or weekly before the release of official monthly evaluations by processing only newly genotyped animals using estimates of SNP effects from the previous official evaluation. To minimize computing time, reliabilities and genomi...
Animation, Incidental Learning, and Continuing Motivation.
ERIC Educational Resources Information Center
Rieber, Lloyd P.
1991-01-01
Effects of animated graphics presentations on incidental learning and the degree to which various computer practice activities contain intrinsically motivating characteristics were studied with 70 fourth graders learning about Newton's laws of motion. Incidental learning occurred without sacrifice of intentional learning. Students were highly…
Code of Federal Regulations, 2013 CFR
2013-01-01
... Animals and Animal Products FOOD SAFETY AND INSPECTION SERVICE, DEPARTMENT OF AGRICULTURE REGULATORY... four food chemistry analytes (protein, moisture, fat, and salt); or a determination by FSIS that a.... For purposes of computing the comparison mean, a laboratory's “result” for a food chemistry analyte is...
Code of Federal Regulations, 2012 CFR
2012-01-01
... Animals and Animal Products FOOD SAFETY AND INSPECTION SERVICE, DEPARTMENT OF AGRICULTURE REGULATORY... four food chemistry analytes (protein, moisture, fat, and salt); or a determination by FSIS that a.... For purposes of computing the comparison mean, a laboratory's “result” for a food chemistry analyte is...
Code of Federal Regulations, 2011 CFR
2011-01-01
... Animals and Animal Products FOOD SAFETY AND INSPECTION SERVICE, DEPARTMENT OF AGRICULTURE REGULATORY... four food chemistry analytes (protein, moisture, fat, and salt); or a determination by FSIS that a.... For purposes of computing the comparison mean, a laboratory's “result” for a food chemistry analyte is...
Code of Federal Regulations, 2014 CFR
2014-01-01
... Animals and Animal Products FOOD SAFETY AND INSPECTION SERVICE, DEPARTMENT OF AGRICULTURE REGULATORY... four food chemistry analytes (protein, moisture, fat, and salt); or a determination by FSIS that a.... For purposes of computing the comparison mean, a laboratory's “result” for a food chemistry analyte is...
NASA Astrophysics Data System (ADS)
Lahti, Paul M.; Motyka, Eric J.; Lancashire, Robert J.
2000-05-01
A straightforward procedure is described to combine computation of molecular vibrational modes using commonly available molecular modeling programs with visualization of the modes using advanced features of the MDL Information Systems Inc. Chime World Wide Web browser plug-in. Minor editing of experimental spectra that are stored in the JCAMP-DX format allows linkage of IR spectral frequency ranges to Chime molecular display windows. The spectra and animation files can be combined by Hypertext Markup Language programming to allow interactive linkage between experimental spectra and computationally generated vibrational displays. Both the spectra and the molecular displays can be interactively manipulated to allow the user maximum control of the objects being viewed. This procedure should be very valuable not only for aiding students through visual linkage of spectra and various vibrational animations, but also by assisting them in learning the advantages and limitations of computational chemistry by comparison to experiment.
Neural correlates of strategic reasoning during competitive games.
Seo, Hyojung; Cai, Xinying; Donahue, Christopher H; Lee, Daeyeol
2014-10-17
Although human and animal behaviors are largely shaped by reinforcement and punishment, choices in social settings are also influenced by information about the knowledge and experience of other decision-makers. During competitive games, monkeys increased their payoffs by systematically deviating from a simple heuristic learning algorithm and thereby countering the predictable exploitation by their computer opponent. Neurons in the dorsomedial prefrontal cortex (dmPFC) signaled the animal's recent choice and reward history that reflected the computer's exploitative strategy. The strength of switching signals in the dmPFC also correlated with the animal's tendency to deviate from the heuristic learning algorithm. Therefore, the dmPFC might provide control signals for overriding simple heuristic learning algorithms based on the inferred strategies of the opponent. Copyright © 2014, American Association for the Advancement of Science.
Continuous-time discrete-space models for animal movement
Hanks, Ephraim M.; Hooten, Mevin B.; Alldredge, Mat W.
2015-01-01
The processes influencing animal movement and resource selection are complex and varied. Past efforts to model behavioral changes over time used Bayesian statistical models with variable parameter space, such as reversible-jump Markov chain Monte Carlo approaches, which are computationally demanding and inaccessible to many practitioners. We present a continuous-time discrete-space (CTDS) model of animal movement that can be fit using standard generalized linear modeling (GLM) methods. This CTDS approach allows for the joint modeling of location-based as well as directional drivers of movement. Changing behavior over time is modeled using a varying-coefficient framework which maintains the computational simplicity of a GLM approach, and variable selection is accomplished using a group lasso penalty. We apply our approach to a study of two mountain lions (Puma concolor) in Colorado, USA.
Dudley, Peter N; Bonazza, Riccardo; Porter, Warren P
2013-07-01
Animal momentum and heat transfer analysis has historically used direct animal measurements or approximations to calculate drag and heat transfer coefficients. Research can now use modern 3D rendering and computational fluid dynamics software to simulate animal-fluid interactions. Key questions are the level of agreement between simulations and experiments and how superior they are to classical approximations. In this paper we compared experimental and simulated heat transfer and drag calculations on a scale model solid aluminum African elephant casting. We found good agreement between experimental and simulated data and large differences from classical approximations. We used the simulation results to calculate coefficients for heat transfer and drag of the elephant geometry. Copyright © 2013 Wiley Periodicals, Inc.
The aquatic animals' transcriptome resource for comparative functional analysis.
Chou, Chih-Hung; Huang, Hsi-Yuan; Huang, Wei-Chih; Hsu, Sheng-Da; Hsiao, Chung-Der; Liu, Chia-Yu; Chen, Yu-Hung; Liu, Yu-Chen; Huang, Wei-Yun; Lee, Meng-Lin; Chen, Yi-Chang; Huang, Hsien-Da
2018-05-09
Aquatic animals have great economic and ecological importance. Among them, non-model organisms have been studied regarding eco-toxicity, stress biology, and environmental adaptation. Due to recent advances in next-generation sequencing techniques, large amounts of RNA-seq data for aquatic animals are publicly available. However, currently there is no comprehensive resource exist for the analysis, unification, and integration of these datasets. This study utilizes computational approaches to build a new resource of transcriptomic maps for aquatic animals. This aquatic animal transcriptome map database dbATM provides de novo assembly of transcriptome, gene annotation and comparative analysis of more than twenty aquatic organisms without draft genome. To improve the assembly quality, three computational tools (Trinity, Oases and SOAPdenovo-Trans) were employed to enhance individual transcriptome assembly, and CAP3 and CD-HIT-EST software were then used to merge these three assembled transcriptomes. In addition, functional annotation analysis provides valuable clues to gene characteristics, including full-length transcript coding regions, conserved domains, gene ontology and KEGG pathways. Furthermore, all aquatic animal genes are essential for comparative genomics tasks such as constructing homologous gene groups and blast databases and phylogenetic analysis. In conclusion, we establish a resource for non model organism aquatic animals, which is great economic and ecological importance and provide transcriptomic information including functional annotation and comparative transcriptome analysis. The database is now publically accessible through the URL http://dbATM.mbc.nctu.edu.tw/ .
Mammalian Toxicology Testing: Problem Definition Study, Personnel Plan.
1981-03-01
Technician X X Biochemist X Biologist !Bookkeeper Cage Washer X Clinical Chemist Compound Preparation Technician X Computer Cooer X Computer ...Biologist 62 Bookkeeper 60 Cage rasher 33 Clinical Chemist 26 Comp. Prep. Technician 20 Computer Coder 31 Computer Programer 31 Electron Microscope Op...29,200 * Computer Programmer BS S SFByAe 900-2.0 18,400 - $24500 e Lab Tec-inician (Chemistry) BS 5 SF Say Area 16,600- 24.000 - 14.200- ’,0 * Animal
Rieucau, Guillaume; Burke, Darren
2017-01-01
Abstract Identifying perceptual thresholds is critical for understanding the mechanisms that underlie signal evolution. Using computer-animated stimuli, we examined visual speed sensitivity in the Jacky dragon Amphibolurus muricatus, a species that makes extensive use of rapid motor patterns in social communication. First, focal lizards were tested in discrimination trials using random-dot kinematograms displaying combinations of speed, coherence, and direction. Second, we measured subject lizards’ ability to predict the appearance of a secondary reinforcer (1 of 3 different computer-generated animations of invertebrates: cricket, spider, and mite) based on the direction of movement of a field of drifting dots by following a set of behavioural responses (e.g., orienting response, latency to respond) to our virtual stimuli. We found an effect of both speed and coherence, as well as an interaction between these 2 factors on the perception of moving stimuli. Overall, our results showed that Jacky dragons have acute sensitivity to high speeds. We then employed an optic flow analysis to match the performance to ecologically relevant motion. Our results suggest that the Jacky dragon visual system may have been shaped to detect fast motion. This pre-existing sensitivity may have constrained the evolution of conspecific displays. In contrast, Jacky dragons may have difficulty in detecting the movement of ambush predators, such as snakes and of some invertebrate prey. Our study also demonstrates the potential of the computer-animated stimuli technique for conducting nonintrusive tests to explore motion range and sensitivity in a visually mediated species. PMID:29491965
Aquatic models, genomics and chemical risk management.
Cheng, Keith C; Hinton, David E; Mattingly, Carolyn J; Planchart, Antonio
2012-01-01
The 5th Aquatic Animal Models for Human Disease meeting follows four previous meetings (Nairn et al., 2001; Schmale, 2004; Schmale et al., 2007; Hinton et al., 2009) in which advances in aquatic animal models for human disease research were reported, and community discussion of future direction was pursued. At this meeting, discussion at a workshop entitled Bioinformatics and Computational Biology with Web-based Resources (20 September 2010) led to an important conclusion: Aquatic model research using feral and experimental fish, in combination with web-based access to annotated anatomical atlases and toxicological databases, yields data that advance our understanding of human gene function, and can be used to facilitate environmental management and drug development. We propose here that the effects of genes and environment are best appreciated within an anatomical context - the specifically affected cells and organs in the whole animal. We envision the use of automated, whole-animal imaging at cellular resolution and computational morphometry facilitated by high-performance computing and automated entry into toxicological databases, as anchors for genetic and toxicological data, and as connectors between human and model system data. These principles should be applied to both laboratory and feral fish populations, which have been virtually irreplaceable sentinals for environmental contamination that results in human morbidity and mortality. We conclude that automation, database generation, and web-based accessibility, facilitated by genomic/transcriptomic data and high-performance and cloud computing, will potentiate the unique and potentially key roles that aquatic models play in advancing systems biology, drug development, and environmental risk management. Copyright © 2011 Elsevier Inc. All rights reserved.
A Computer-Based Atlas of a Rat Dissection.
ERIC Educational Resources Information Center
Quentin-Baxter, Megan; Dewhurst, David
1990-01-01
A hypermedia computer program that uses text, graphics, sound, and animation with associative information linking techniques to teach the functional anatomy of a rat is described. The program includes a nonintimidating tutor, to which the student may turn. (KR)
Driver comprehension of managed lane signing.
DOT National Transportation Integrated Search
2009-09-01
A statewide survey of driver comprehension of managed lane signing is reported. Computer-based surveys were conducted using video clips of computer animations as well as still images of signs. The surveys were conducted in four Texas cities with a to...
Computers for Interactive Learning.
ERIC Educational Resources Information Center
Grabowski, Barbara; Aggen, William
1984-01-01
Analyzes features of computer-based interactive video including sophisticated answer judging, diagnostic feedback, simulation, animation, audible tones, touch sensitive screen, function keys, and video enhancements, and matches these to the characteristics and pedagogical styles of learners. The learner characteristics discussed include internal…
Computed Tomography of the Musculoskeletal System.
Ballegeer, Elizabeth A
2016-05-01
Computed tomography (CT) has specific uses in veterinary species' appendicular musculoskeletal system. Parameters for acquisition of images, interpretation limitations, as well as published information regarding its use in small animals is reviewed. Copyright © 2016 Elsevier Inc. All rights reserved.
Use of three-dimensional computer graphic animation to illustrate cleft lip and palate surgery.
Cutting, C; Oliker, A; Haring, J; Dayan, J; Smith, D
2002-01-01
Three-dimensional (3D) computer animation is not commonly used to illustrate surgical techniques. This article describes the surgery-specific processes that were required to produce animations to teach cleft lip and palate surgery. Three-dimensional models were created using CT scans of two Chinese children with unrepaired clefts (one unilateral and one bilateral). We programmed several custom software tools, including an incision tool, a forceps tool, and a fat tool. Three-dimensional animation was found to be particularly useful for illustrating surgical concepts. Positioning the virtual "camera" made it possible to view the anatomy from angles that are impossible to obtain with a real camera. Transparency allows the underlying anatomy to be seen during surgical repair while maintaining a view of the overlaying tissue relationships. Finally, the representation of motion allows modeling of anatomical mechanics that cannot be done with static illustrations. The animations presented in this article can be viewed on-line at http://www.smiletrain.org/programs/virtual_surgery2.htm. Sophisticated surgical procedures are clarified with the use of 3D animation software and customized software tools. The next step in the development of this technology is the creation of interactive simulators that recreate the experience of surgery in a safe, digital environment. Copyright 2003 Wiley-Liss, Inc.
ERIC Educational Resources Information Center
Abelson, Hal; Goldenberg, Paul
This experimental curriculum unit suggests how dramatic innovations in classroom content may be achieved through use of computers. The computational perspective is viewed as one which can enrich and transform traditional curricula, act as a focus for integrating insights from diverse disciplines, and enable learning to become more active and…
Retrospective respiration-gated whole-body photoacoustic computed tomography of mice
NASA Astrophysics Data System (ADS)
Xia, Jun; Chen, Wanyi; Maslov, Konstantin; Anastasio, Mark A.; Wang, Lihong V.
2014-01-01
Photoacoustic tomography (PAT) is an emerging technique that has a great potential for preclinical whole-body imaging. To date, most whole-body PAT systems require multiple laser shots to generate one cross-sectional image, yielding a frame rate of <1 Hz. Because a mouse breathes at up to 3 Hz, without proper gating mechanisms, acquired images are susceptible to motion artifacts. Here, we introduce, for the first time to our knowledge, retrospective respiratory gating for whole-body photoacoustic computed tomography. This new method involves simultaneous capturing of the animal's respiratory waveform during photoacoustic data acquisition. The recorded photoacoustic signals are sorted and clustered according to the respiratory phase, and an image of the animal at each respiratory phase is reconstructed subsequently from the corresponding cluster. The new method was tested in a ring-shaped confocal photoacoustic computed tomography system with a hardware-limited frame rate of 0.625 Hz. After respiratory gating, we observed sharper vascular and anatomical images at different positions of the animal body. The entire breathing cycle can also be visualized at 20 frames/cycle.
Norton, Tomás; Sun, Da-Wen; Grant, Jim; Fallon, Richard; Dodd, Vincent
2007-09-01
The application of computational fluid dynamics (CFD) in the agricultural industry is becoming ever more important. Over the years, the versatility, accuracy and user-friendliness offered by CFD has led to its increased take-up by the agricultural engineering community. Now CFD is regularly employed to solve environmental problems of greenhouses and animal production facilities. However, due to a combination of increased computer efficacy and advanced numerical techniques, the realism of these simulations has only been enhanced in recent years. This study provides a state-of-the-art review of CFD, its current applications in the design of ventilation systems for agricultural production systems, and the outstanding challenging issues that confront CFD modellers. The current status of greenhouse CFD modelling was found to be at a higher standard than that of animal housing, owing to the incorporation of user-defined routines that simulate crop biological responses as a function of local environmental conditions. Nevertheless, the most recent animal housing simulations have addressed this issue and in turn have become more physically realistic.
Addressing safety aspects of drugs and environmental chemicals relies extensively on animal testing; however, the quantity of chemicals needing assessment and challenges of species extrapolation require alternative approaches to traditional animal studies. Newer in vitro and in s...
Really big data: Processing and analysis of large datasets
USDA-ARS?s Scientific Manuscript database
Modern animal breeding datasets are large and getting larger, due in part to the recent availability of DNA data for many animals. Computational methods for efficiently storing and analyzing those data are under development. The amount of storage space required for such datasets is increasing rapidl...
Proposed standards for peer-reviewed publication of computer code
USDA-ARS?s Scientific Manuscript database
Computer simulation models are mathematical abstractions of physical systems. In the area of natural resources and agriculture, these physical systems encompass selected interacting processes in plants, soils, animals, or watersheds. These models are scientific products and have become important i...
New Features in the Computational Infrastructure for Nuclear Astrophysics
NASA Astrophysics Data System (ADS)
Smith, M. S.; Lingerfelt, E. J.; Scott, J. P.; Hix, W. R.; Nesaraja, C. D.; Koura, H.; Roberts, L. F.
2006-04-01
The Computational Infrastructure for Nuclear Astrophysics is a suite of computer codes online at nucastrodata.org that streamlines the incorporation of recent nuclear physics results into astrophysical simulations. The freely-available, cross- platform suite enables users to upload cross sections and s-factors, convert them into reaction rates, parameterize the rates, store the rates in customizable libraries, setup and run custom post-processing element synthesis calculations, and visualize the results. New features include the ability for users to comment on rates or libraries using an email-type interface, a nuclear mass model evaluator, enhanced techniques for rate parameterization, better treatment of rate inverses, and creation and exporting of custom animations of simulation results. We also have online animations of r- process, rp-process, and neutrino-p process element synthesis occurring in stellar explosions.
Feng, Zhihong; Zhao, Jinlong; Zhou, Libin; Dong, Yan; Zhao, Yimin
2009-10-01
The purpose of this report is to show the establishment of an animal model with a unilateral maxilla defect, application of virtual reality and rapid prototyping in the surgical planning for dentoalveolar distraction osteogenesis (DO). Two adult dogs were used to develop an animal model with a unilateral maxillary defect. The 3-dimensional model of the canine craniofacial skeleton was reconstructed with computed tomography data using the software Mimics, version 12.0 (Materialise Group, Leuven, Belgium). A virtual individual distractor was designed and transferred onto the model with the defect, and the osteotomies and distraction processes were simulated. A precise casting technique and numeric control technology were applied to produce the titanium distraction device, which was installed on the physical model with the defect, which was generated using Selective Laser Sintering technology, and the in vitro simulation of osteotomies and DO was done. The 2 dogs survived the operation and were lively. The osteotomies and distraction process were simulated successfully whether on the virtual or the physical model. The bone transport could be distracted to the desired position both in the virtual environment and on the physical model. The novel method to develop an animal model with a unilateral maxillary defect was feasible, and the animal model was suitable to develop the reconstruction method for unilateral maxillary defect cases with dentoalveolar DO. Computer-assisted surgical planning and simulation improved the reliability of the maxillofacial surgery, especially for the complex cases. The novel idea to reconstruct the unilateral maxillary defect with dentoalveolar DO was proved through the model experiment.
Human factors with nonhumans - Factors that affect computer-task performance
NASA Technical Reports Server (NTRS)
Washburn, David A.
1992-01-01
There are two general strategies that may be employed for 'doing human factors research with nonhuman animals'. First, one may use the methods of traditional human factors investigations to examine the nonhuman animal-to-machine interface. Alternatively, one might use performance by nonhuman animals as a surrogate for or model of performance by a human operator. Each of these approaches is illustrated with data in the present review. Chronic ambient noise was found to have a significant but inconsequential effect on computer-task performance by rhesus monkeys (Macaca mulatta). Additional data supported the generality of findings such as these to humans, showing that rhesus monkeys are appropriate models of human psychomotor performance. It is argued that ultimately the interface between comparative psychology and technology will depend on the coordinated use of both strategies of investigation.
The 'Biologically-Inspired Computing' Column
NASA Technical Reports Server (NTRS)
Hinchey, Mike
2006-01-01
The field of Biology changed dramatically in 1953, with the determination by Francis Crick and James Dewey Watson of the double helix structure of DNA. This discovery changed Biology for ever, allowing the sequencing of the human genome, and the emergence of a "new Biology" focused on DNA, genes, proteins, data, and search. Computational Biology and Bioinformatics heavily rely on computing to facilitate research into life and development. Simultaneously, an understanding of the biology of living organisms indicates a parallel with computing systems: molecules in living cells interact, grow, and transform according to the "program" dictated by DNA. Moreover, paradigms of Computing are emerging based on modelling and developing computer-based systems exploiting ideas that are observed in nature. This includes building into computer systems self-management and self-governance mechanisms that are inspired by the human body's autonomic nervous system, modelling evolutionary systems analogous to colonies of ants or other insects, and developing highly-efficient and highly-complex distributed systems from large numbers of (often quite simple) largely homogeneous components to reflect the behaviour of flocks of birds, swarms of bees, herds of animals, or schools of fish. This new field of "Biologically-Inspired Computing", often known in other incarnations by other names, such as: Autonomic Computing, Pervasive Computing, Organic Computing, Biomimetics, and Artificial Life, amongst others, is poised at the intersection of Computer Science, Engineering, Mathematics, and the Life Sciences. Successes have been reported in the fields of drug discovery, data communications, computer animation, control and command, exploration systems for space, undersea, and harsh environments, to name but a few, and augur much promise for future progress.
Alternatives in Medical Education: Non-Animal Methods.
ERIC Educational Resources Information Center
Carlson, Peggy, Ed.
The technology explosion in medical education has led to the use of computer models, videotapes, interactive videos, and state-of-the-art simulators in medical training. This booklet describes alternatives to using animals in medical education. Although it is mainly intended to describe products applicable to medical school courses, high-quality,…
An Animated Introduction to Relational Databases for Many Majors
ERIC Educational Resources Information Center
Dietrich, Suzanne W.; Goelman, Don; Borror, Connie M.; Crook, Sharon M.
2015-01-01
Database technology affects many disciplines beyond computer science and business. This paper describes two animations developed with images and color that visually and dynamically introduce fundamental relational database concepts and querying to students of many majors. The goal is for educators in diverse academic disciplines to incorporate the…
ERIC Educational Resources Information Center
Chin, Kai-Yi; Hong, Zeng-Wei; Huang, Yueh-Min; Shen, Wei-Wei; Lin, Jim-Min
2016-01-01
The addition of animated pedagogical agents (APAs) in computer-assisted learning (CAL) systems could successfully enhance students' learning motivation and engagement in learning activities. Conventionally, the APA incorporated multimedia materials are constructed through the cooperation of teachers and software programmers. However, the thinking…
DOT National Transportation Integrated Search
1991-04-01
Results from vehicle computer simulations usually take the form of numeric data or graphs. While these graphs provide the investigator with the insight into vehicle behavior, it may be difficult to use these graphs to assess complex vehicle motion. C...
Computer Animations a Science Teaching Aid: Contemplating an Effective Methodology
ERIC Educational Resources Information Center
Tannu, Kirti
2008-01-01
To improve quality of science education, the author suggests use of entertaining and exciting technique of animation for better understanding of scientific principles. Latest technologies are being used with more vigour to spread venomous superstitions. Better understanding of science may help students to better their scientific temper. Keeping…
Animation as a Distractor to Learning.
ERIC Educational Resources Information Center
Rieber, Lloyd P.
1996-01-01
A study of 364 fifth graders investigated distractibility of animated graphics in a computer-based tutorial about Newton's Laws of Motion. Found no difference in post-test performance for those with high, medium, or no distraction graphics. Students in the two distraction conditions took less time to process instructional frames than students in…
A video-based system for hand-driven stop-motion animation.
Han, Xiaoguang; Fu, Hongbo; Zheng, Hanlin; Liu, Ligang; Wang, Jue
2013-01-01
Stop-motion is a well-established animation technique but is often laborious and requires craft skills. A new video-based system can animate the vast majority of everyday objects in stop-motion style, more flexibly and intuitively. Animators can perform and capture motions continuously instead of breaking them into increments and shooting one still picture per increment. More important, the system permits direct hand manipulation without resorting to rigs, achieving more natural object control for beginners. The system's key component is two-phase keyframe-based capturing and processing, assisted by computer vision techniques. With this system, even amateurs can generate high-quality stop-motion animations.
Communicating and Translating EPA's Computational Toxicology Research (WC10)
US EPA’s National Center for Computational Toxicology (NCCT) develops and uses alternative testing methods to accelerate the pace of chemical evaluations, reduce reliance on animal testing, and address the significant lack of chemical data. The chemical data is generated through ...
Pharmacology Experiments on the Computer.
ERIC Educational Resources Information Center
Keller, Daniel
1990-01-01
A computer program that replaces a set of pharmacology and physiology laboratory experiments on live animals or isolated organs is described and illustrated. Five experiments are simulated: dose-effect relationships on smooth muscle, blood pressure and catecholamines, neuromuscular signal transmission, acetylcholine and the circulation, and…
Learner Perceptions of Realism and Magic in Computer Simulations.
ERIC Educational Resources Information Center
Hennessy, Sara; O'Shea, Tim
1993-01-01
Discusses the possible lack of credibility in educational interactive computer simulations. Topics addressed include "Shopping on Mars," a collaborative adventure game for arithmetic calculation that uses direct manipulation in the microworld; the Alternative Reality Kit, a graphical animated environment for creating interactive…
ERIC Educational Resources Information Center
Thornburg, David; Beane, Pam
1983-01-01
Presents programs for creating animated characters (Atari), random sentences (Logo), and making a triangle (TRS-80 Level III Basic), and suggestions for creative writing and comparison shopping for computers/software. Also includes "Modems for Micros: Your Computer Can Talk on the Phone" (Bill Chalgren) on telecommunications capabilities of…
A Pilot Study of a Self-Voicing Computer Program for Prealgebra Math Problems
ERIC Educational Resources Information Center
Beal, Carole R.; Rosenblum, L. Penny; Smith, Derrick W.
2011-01-01
Fourteen students with visual impairments in Grades 5-12 participated in the field-testing of AnimalWatch-VI-Beta. This computer program delivered 12 prealgebra math problems and hints through a self-voicing audio feature. The students provided feedback about how the computer program can be improved and expanded to make it accessible to all users.…
High-quality animation of 2D steady vector fields.
Lefer, Wilfrid; Jobard, Bruno; Leduc, Claire
2004-01-01
Simulators for dynamic systems are now widely used in various application areas and raise the need for effective and accurate flow visualization techniques. Animation allows us to depict direction, orientation, and velocity of a vector field accurately. This paper extends a former proposal for a new approach to produce perfectly cyclic and variable-speed animations for 2D steady vector fields (see [1] and [2]). A complete animation of an arbitrary number of frames is encoded in a single image. The animation can be played using the color table animation technique, which is very effective even on low-end workstations. A cyclic set of textures can be produced as well and then encoded in a common animation format or used for texture mapping on 3D objects. As compared to other approaches, the method presented in this paper produces smoother animations and is more effective, both in memory requirements to store the animation, and in computation time.
CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
NASA Astrophysics Data System (ADS)
Paris, Sébastien; Gerdelan, Anton; O'Sullivan, Carol
The new wave of computer-driven entertainment technology throws audiences and game players into massive virtual worlds where entire cities are rendered in real time. Computer animated characters run through inner-city streets teeming with pedestrians, all fully rendered with 3D graphics, animations, particle effects and linked to 3D sound effects to produce more realistic and immersive computer-hosted entertainment experiences than ever before. Computing all of this detail at once is enormously computationally expensive, and game designers as a rule, have sacrificed the behavioural realism in favour of better graphics. In this paper we propose a new Collision Avoidance Level of Detail (CA-LOD) algorithm that allows games to support huge crowds in real time with the appearance of more intelligent behaviour. We propose two collision avoidance models used for two different CA-LODs: a fuzzy steering focusing on the performances, and a geometric steering to obtain the best realism. Mixing these approaches allows to obtain thousands of autonomous characters in real time, resulting in a scalable but still controllable crowd.
Movie magic in the clinic: computer-generated characters for automated health counseling.
Bickmore, Timothy
2008-11-06
In this presentation, I demonstrate how many of the technologies used in movie special effects and games have been successfully used in health education and behavior change interventions. Computer-animated health counselors simulate human face-to-face dialogue as a computer interface medium, including not only verbal behavior but nonverbal conversational behavior such as hand gesture, body posture shifts, and facial display of emotion. This technology has now been successfully used in a wide range of health interventions for education and counseling of patients and consumers, including applications in physical activity promotion, medication adherence, and hospital discharge. These automated counselors have been deployed on home computers, hospital-based touch screen kiosks, and mobile devices with integrated health behavior sensing capability. Development of these agents is an interdisciplinary endeavor spanning the fields of character modeling and animation, computational linguistics, artificial intelligence, health communication and behavioral medicine. I will give demonstrations of several fielded systems, describe the technologies and methodologies underlying their development, and present results from five randomized controlled trials that have been completed or are in progress.
Tai, Meng Wei; Chong, Zhen Feng; Asif, Muhammad Khan; Rahmat, Rabiah A; Nambiar, Phrabhakaran
2016-09-01
This study was to compare the suitability and precision of xerographic and computer-assisted methods for bite mark investigations. Eleven subjects were asked to bite on their forearm and the bite marks were photographically recorded. Alginate impressions of the subjects' dentition were taken and their casts were made using dental stone. The overlays generated by xerographic method were obtained by photocopying the subjects' casts and the incisal edge outlines were then transferred on a transparent sheet. The bite mark images were imported into Adobe Photoshop® software and printed to life-size. The bite mark analyses using xerographically generated overlays were done by comparing an overlay to the corresponding printed bite mark images manually. In computer-assisted method, the subjects' casts were scanned into Adobe Photoshop®. The bite mark analyses using computer-assisted overlay generation were done by matching an overlay and the corresponding bite mark images digitally using Adobe Photoshop®. Another comparison method was superimposing the cast images with corresponding bite mark images employing the Adobe Photoshop® CS6 and GIF-Animator©. A score with a range of 0-3 was given during analysis to each precision-determining criterion and the score was increased with better matching. The Kruskal Wallis H test showed significant difference between the three sets of data (H=18.761, p<0.05). In conclusion, bite mark analysis using the computer-assisted animated-superimposition method was the most accurate, followed by the computer-assisted overlay generation and lastly the xerographic method. The superior precision contributed by digital method is discernible despite the human skin being a poor recording medium of bite marks. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.
Berent, Allyson C; Weisse, Chick; Todd, Kimberly; Rondeau, Mark P; Reiter, Alexander M
2008-11-01
To determine outcome associated with use of a balloon-expandable metallic stent for treatment of nasopharyngeal stenosis in dogs and cats. Retrospective case series. 3 dogs and 3 cats. All 6 animals had severe inspiratory stertor at initial examination. Two animals had no orifice present at the stenosis. Nasopharyngeal stenosis was diagnosed and stent size determined by use of computed tomography. A percutaneous transluminal angioplasty balloon premounted with a balloon-expandable metallic stent was placed over a guidewire, advanced through the stenotic lesion under fluoroscopic and rhinoscopic guidance, and dilated to restore patency. All animals had immediate resolution of clinical signs after stent placement. The procedure took a median of 38 minutes (range, 22 to 70 minutes). One animal with a stenosis located far caudally needed the tip of the stent resected because of hairball entrapment and exaggerated swallowing. Both animals without an orifice in the stenosis had tissue in-growth requiring a covered stent. All animals were reexamined 6 to 12 weeks after treatment via rhinoscopy, radiography, computed tomography, or a combination of techniques. All animals lacked signs of discomfort; 5 of 6 were breathing normally 12 to 28 months after the procedure. Transnasal balloon-expandable metallic stent placement may represent a rapid, safe, noninvasive, and effective treatment in animals with nasopharyngeal stenosis. If the stenosis is extremely caudal in the nasopharynx, serial balloon dilatation might be considered prior to stent placement. A covered stent should be considered initially if the stenosis is completely closed.
Engineering visualization utilizing advanced animation
NASA Technical Reports Server (NTRS)
Sabionski, Gunter R.; Robinson, Thomas L., Jr.
1989-01-01
Engineering visualization is the use of computer graphics to depict engineering analysis and simulation in visual form from project planning through documentation. Graphics displays let engineers see data represented dynamically which permits the quick evaluation of results. The current state of graphics hardware and software generally allows the creation of two types of 3D graphics. The use of animated video as an engineering visualization tool is presented. The engineering, animation, and videography aspects of animated video production are each discussed. Specific issues include the integration of staffing expertise, hardware, software, and the various production processes. A detailed explanation of the animation process reveals the capabilities of this unique engineering visualization method. Automation of animation and video production processes are covered and future directions are proposed.
Applications of penetrating radiation for small animal imaging
NASA Astrophysics Data System (ADS)
Hasegawa, Bruce H.; Wu, Max C.; Iwata, Koji; Hwang, Andrew B.; Wong, Kenneth H.; Barber, William C.; Dae, Michael W.; Sakdinawat, Anne E.
2002-11-01
Researchers long have relied on research involving small animals to unravel scientific mysteries in the biological sciences, and to develop new diagnostic and therapeutic techniques in the medical and health sciences. Within the past 2 decades, new techniques have been developed to manipulate the genome of the mouse, allowing the development of transgenic and knockout models of mammalian and human disease, development, and physiology. Traditionally, much biological research involving small animals has relied on the use of invasive methods such as organ harvesting, tissue sampling, and autoradiography during which the animal was sacrificed to perform a single measurement. More recently, imaging techniques have been developed that assess anatomy and physiology in the intact animal, in a way that allows the investigator to follow the progression of disease, or to monitor the response to therapeutic interventions. Imaging techniques that use penetrating radiation at millimeter or submillimeter levels to image small animals include x-ray computed tomography (microCT), single-photon emission computed tomography (microSPECT), and imaging positron emission computed tomography (microPET). MicroCT generates cross-sectional slices which reveal the structure of the object with spatial resolution in the range of 50 to 100 microns. MicroSPECT and microPET are radionuclide imaging techniques in which a radiopharmaceutical is injected into the animal that is accumulated to metabolism, blood flow, bone remodeling, tumor growth, or other biological processes. Both microSPECT and microPET offer spatial resolutions in the range of 1-2 millimeters. However, microPET records annihilation photons produced by a positron-emitting radiopharmaceutical using electronic coincidence, and has a sensitivity approximately two orders of magnitude better than microSPECT, while microSPECT is compatible with gamma-ray emitting radiopharmaceuticals that are less expensive and more readily available than those used with microPET. High-resolution dual-modality imaging systems now are being developed that combine microPET or microSPECT with microCT in a way that facilitates more direct correlation of anatomy and physiology in the same animal. Small animal imaging allows researchers to perform experiments that are not possible with conventional invasive techniques, and thereby are becoming increasingly important tools for discovery of fundamental biological information, and development of new diagnostic and therapeutic techniques in the biomedical sciences.
Electric Circuit Theory--Computer Illustrated Text.
ERIC Educational Resources Information Center
Riches, Brian
1990-01-01
Discusses the use of a computer-illustrated text (CIT) with integrated software to teach electric circuit theory to college students. Examples of software use are given, including simple animation, graphical displays, and problem-solving programs. Issues affecting electric circuit theory instruction are also addressed, including mathematical…
Programming Digital Stories and How-to Animations
ERIC Educational Resources Information Center
Hansen, Alexandria Killian; Iveland, Ashley; Harlow, Danielle Boyd; Dwyer, Hilary; Franklin, Diana
2015-01-01
As science teachers continue preparing for implementation of the "Next Generation Science Standards," one recommendation is to use computer programming as a promising context to efficiently integrate science and engineering. In this article, a interdisciplinary team of educational researchers and computer scientists describe how to use…
Zhang, Yu; Prakash, Edmond C; Sung, Eric
2004-01-01
This paper presents a new physically-based 3D facial model based on anatomical knowledge which provides high fidelity for facial expression animation while optimizing the computation. Our facial model has a multilayer biomechanical structure, incorporating a physically-based approximation to facial skin tissue, a set of anatomically-motivated facial muscle actuators, and underlying skull structure. In contrast to existing mass-spring-damper (MSD) facial models, our dynamic skin model uses the nonlinear springs to directly simulate the nonlinear visco-elastic behavior of soft tissue and a new kind of edge repulsion spring is developed to prevent collapse of the skin model. Different types of muscle models have been developed to simulate distribution of the muscle force applied on the skin due to muscle contraction. The presence of the skull advantageously constrain the skin movements, resulting in more accurate facial deformation and also guides the interactive placement of facial muscles. The governing dynamics are computed using a local semi-implicit ODE solver. In the dynamic simulation, an adaptive refinement automatically adapts the local resolution at which potential inaccuracies are detected depending on local deformation. The method, in effect, ensures the required speedup by concentrating computational time only where needed while ensuring realistic behavior within a predefined error threshold. This mechanism allows more pleasing animation results to be produced at a reduced computational cost.
Gee, Carole T
2013-11-01
As an alternative to conventional thin-sectioning, which destroys fossil material, high-resolution X-ray computed tomography (also called microtomography or microCT) integrated with scientific visualization, three-dimensional (3D) image segmentation, size analysis, and computer animation is explored as a nondestructive method of imaging the internal anatomy of 150-million-year-old conifer seed cones from the Late Jurassic Morrison Formation, USA, and of recent and other fossil cones. • MicroCT was carried out on cones using a General Electric phoenix v|tome|x s 240D, and resulting projections were processed with visualization software to produce image stacks of serial single sections for two-dimensional (2D) visualization, 3D segmented reconstructions with targeted structures in color, and computer animations. • If preserved in differing densities, microCT produced images of internal fossil tissues that showed important characters such as seed phyllotaxy or number of seeds per cone scale. Color segmentation of deeply embedded seeds highlighted the arrangement of seeds in spirals. MicroCT of recent cones was even more effective. • This is the first paper on microCT integrated with 3D segmentation and computer animation applied to silicified seed cones, which resulted in excellent 2D serial sections and segmented 3D reconstructions, revealing features requisite to cone identification and understanding of strobilus construction.
NASA Astrophysics Data System (ADS)
Inoue, Y.; Tsuruoka, K.; Arikawa, M.
2014-04-01
In this paper, we proposed a user interface that displays visual animations on geographic maps and timelines for depicting historical stories by representing causal relationships among events for time series. We have been developing an experimental software system for the spatial-temporal visualization of historical stories for tablet computers. Our proposed system makes people effectively learn historical stories using visual animations based on hierarchical structures of different scale timelines and maps.
Jukes, Nick
2004-06-01
Harmful animal use in undergraduate education is increasingly being replaced by alternatives, such as computer software, manikins and simulators, ethically sourced animal cadavers, apprentice work with animal patients, and student self-experimentation. Combinations of such alternatives can better meet teaching objectives, reduce costs and avoid the negative pedagogical and social impact of animal experimentation. Since 1988, the International Network for Humane Education (InterNICHE, formerly EuroNICHE) has been working with teachers to replace harmful animal use and has been supporting students' right to conscientious objection. This paper presents the approach, history and current activities of InterNICHE. With a vision of 100% replacement, the network aims for empowerment by networking information and providing support. It works with the belief that most teachers want investment in the best quality and most humane education possible. The forthcoming second edition of the InterNICHE book, from Guinea Pig to Computer Mouse,1 includes practical details of progressive teaching aids and approaches, as well as case studies from teachers who employ such alternatives. In 1999, InterNICHE produced the film Alternatives in Education, now available in 20 languages. Such resources are complemented by outreach trips and conferences and an Alternatives Loan System, which offers products for familiarisation and assessment. The InterNICHE website (www.interniche.org) was launched in 2001.
Evaluation of a cone beam computed tomography geometry for image guided small animal irradiation.
Yang, Yidong; Armour, Michael; Wang, Ken Kang-Hsin; Gandhi, Nishant; Iordachita, Iulian; Siewerdsen, Jeffrey; Wong, John
2015-07-07
The conventional imaging geometry for small animal cone beam computed tomography (CBCT) is that a detector panel rotates around the head-to-tail axis of an imaged animal ('tubular' geometry). Another unusual but possible imaging geometry is that the detector panel rotates around the anterior-to-posterior axis of the animal ('pancake' geometry). The small animal radiation research platform developed at Johns Hopkins University employs the pancake geometry where a prone-positioned animal is rotated horizontally between an x-ray source and detector panel. This study is to assess the CBCT image quality in the pancake geometry and investigate potential methods for improvement. We compared CBCT images acquired in the pancake geometry with those acquired in the tubular geometry when the phantom/animal was placed upright simulating the conventional CBCT geometry. Results showed signal-to-noise and contrast-to-noise ratios in the pancake geometry were reduced in comparison to the tubular geometry at the same dose level. But the overall spatial resolution within the transverse plane of the imaged cylinder/animal was better in the pancake geometry. A modest exposure increase to two folds in the pancake geometry can improve image quality to a level close to the tubular geometry. Image quality can also be improved by inclining the animal, which reduces streak artifacts caused by bony structures. The major factor resulting in the inferior image quality in the pancake geometry is the elevated beam attenuation along the long axis of the phantom/animal and consequently increased scatter-to-primary ratio in that orientation. Not withstanding, the image quality in the pancake-geometry CBCT is adequate to support image guided animal positioning, while providing unique advantages of non-coplanar and multiple mice irradiation. This study also provides useful knowledge about the image quality in the two very different imaging geometries, i.e. pancake and tubular geometry, respectively.
Evaluation of a Cone Beam Computed Tomography Geometry for Image Guided Small Animal Irradiation
Yang, Yidong; Armour, Michael; Wang, Ken Kang-Hsin; Gandhi, Nishant; Iordachita, Iulian; Siewerdsen, Jeffrey; Wong, John
2015-01-01
The conventional imaging geometry for small animal cone beam computed tomography (CBCT) is that a detector panel rotates around the head-to-tail axis of an imaged animal (“tubular” geometry). Another unusual but possible imaging geometry is that the detector panel rotates around the anterior-to-posterior axis of the animal (“pancake” geometry). The small animal radiation research platform (SARRP) developed at Johns Hopkins University employs the pancake geometry where a prone-positioned animal is rotated horizontally between an x-ray source and detector panel. This study is to assess the CBCT image quality in the pancake geometry and investigate potential methods for improvement. We compared CBCT images acquired in the pancake geometry with those acquired in the tubular geometry when the phantom/animal was placed upright simulating the conventional CBCT geometry. Results showed signal-to-noise and contrast-to-noise ratios in the pancake geometry were reduced in comparison to the tubular geometry at the same dose level. But the overall spatial resolution within the transverse plane of the imaged cylinder/animal was better in the pancake geometry. A modest exposure increase to two folds in the pancake geometry can improve image quality to a level close to the tubular geometry. Image quality can also be improved by inclining the animal, which reduces streak artifacts caused by bony structures. The major factor resulting in the inferior image quality in the pancake geometry is the elevated beam attenuation along the long axis of the phantom/animal and consequently increased scatter-to-primary ratio in that orientation. Notwithstanding, the image quality in the pancake-geometry CBCT is adequate to support image guided animal positioning, while providing unique advantages of non-coplanar and multiple mice irradiation. This study also provides useful knowledge about the image quality in the two very different imaging geometries, i.e., pancake and tubular geometry, respectively. PMID:26083659
Tools for 3D scientific visualization in computational aerodynamics at NASA Ames Research Center
NASA Technical Reports Server (NTRS)
Bancroft, Gordon; Plessel, Todd; Merritt, Fergus; Watson, Val
1989-01-01
Hardware, software, and techniques used by the Fluid Dynamics Division (NASA) for performing visualization of computational aerodynamics, which can be applied to the visualization of flow fields from computer simulations of fluid dynamics about the Space Shuttle, are discussed. Three visualization techniques applied, post-processing, tracking, and steering, are described, as well as the post-processing software packages used, PLOT3D, SURF (Surface Modeller), GAS (Graphical Animation System), and FAST (Flow Analysis software Toolkit). Using post-processing methods a flow simulation was executed on a supercomputer and, after the simulation was complete, the results were processed for viewing. It is shown that the high-resolution, high-performance three-dimensional workstation combined with specially developed display and animation software provides a good tool for analyzing flow field solutions obtained from supercomputers.
ERIC Educational Resources Information Center
Johnson, A. M.; Ozogul, G.; Reisslein, M.
2015-01-01
An experiment examined the effects of visual signalling to relevant information in multiple external representations and the visual presence of an animated pedagogical agent (APA). Students learned electric circuit analysis using a computer-based learning environment that included Cartesian graphs, equations and electric circuit diagrams. The…
Full Immersive Virtual Environment Cave[TM] in Chemistry Education
ERIC Educational Resources Information Center
Limniou, M.; Roberts, D.; Papadopoulos, N.
2008-01-01
By comparing two-dimensional (2D) chemical animations designed for computer's desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVE[TM] we studied how virtual reality environments could raise student's interest and motivation for learning. By using the 3ds max[TM], we can visualize…
An Implementation of Interactive Objects on the Web.
ERIC Educational Resources Information Center
Fritze, Paul
With the release of ShockWave, MacroMedia Director animations can now be incorporated directly into Web pages to provide high quality animation and interactivity, to support, for example, tutorial style questions and instantaneous feedback. This paper looks at the application of this technique in the translation of a traditional computer-based…
Use of Colour and Interactive Animation in Learning 3D Vectors
ERIC Educational Resources Information Center
Iskander, Wejdan; Curtis, Sharon
2005-01-01
This study investigated the effects of two computer-implemented techniques (colour and interactive animation) on learning 3D vectors. The participants were 43 female Saudi Arabian high school students. They were pre-tested on 3D vectors using a paper questionnaire that consisted of calculation and visualization types of questions. The students…
Attitude guidance and simulation with animation of a land-survey satellite motion
NASA Astrophysics Data System (ADS)
Somova, Tatyana
2017-01-01
We consider problems of synthesis of the vector spline attitude guidance laws for a land-survey satellite and an in-flight support of the satellite attitude control system with the use of computer animation of its motion. We have presented the results on the efficiency of the developed algorithms.
[The study and manufacture of spinning counter for experimental animals].
Qi, X P; Zhou, C; Liu, F J; Chen, Z; Jiang, L; Yan, Z
1997-09-01
The single-chip microcomputer technique is used in the present study of spinning counter, which has 4 observation tunnels, the spinning behave of four experiment animals can be recorded at same time. The function of this instrument has four selections according to different experiment, and the recording data can be compute processed.
ERIC Educational Resources Information Center
Hew, Soon-Hin; Ohki, Mitsuru
2004-01-01
This study examines the effectiveness of imagery and electronic visual feedback in facilitating students' acquisition of Japanese pronunciation skills. The independent variables, animated graphic annotation (AGA) and immediate visual feedback (IVF) were integrated into a Japanese computer-assisted language learning (JCALL) program focused on the…
Fostering Multimedia Learning of Science: Exploring the Role of an Animated Agent's Image
ERIC Educational Resources Information Center
Dunsworth, Qi; Atkinson, Robert K.
2007-01-01
Research suggests that students learn better when studying a picture coupled with narration rather than on-screen text in a computer-based multimedia learning environment. Moreover, combining narration with the visual presence of an animated pedagogical agent may also encourage students to process information deeper than narration or on-screen…
"Concept Learning versus Problem Solving": Does Particle Motion Have an Effect?
ERIC Educational Resources Information Center
Sanger, Michael J.; Campbell, Eddie; Felker, Jeremy; Spencer, Charles
2007-01-01
A research study was carried out to measure the effect of a computer animation as part of the assessment of conceptual understanding of second-semester general chemistry students. The major impact of the animation was observed to be in minimizing the difficulty students have in visualizing the particle motions for each distractor.
Using Robot Animation to Promote Gestural Skills in Children with Autism Spectrum Disorders
ERIC Educational Resources Information Center
So, W.-C.; Wong, M. K.-Y.; Cabibihan, J.-J.; Lam, C. K.-Y.; Chan, R. Y.-Y.; Qian, H.-H.
2016-01-01
School-aged children with autism spectrum disorders (ASDs) have delayed gestural development, in comparison with age-matched typically developing children. In this study, an intervention program taught children with low-functioning ASD gestural comprehension and production using video modelling (VM) by a computer-generated robot animation. Six to…
ERIC Educational Resources Information Center
Lin, Huifen
2011-01-01
The purpose of this study was to investigate the relative effectiveness of different types of visuals (static and animated) and instructional strategies (no strategy, questions, and questions plus feedback) used to complement visualized materials on students' learning of different educational objectives in a computer-based instructional (CBI)…
Detecting agency from the biological motion of veridical vs animated agents
Kelley, William M.; Heatherton, Todd F.; Macrae, C. Neil
2007-01-01
The ability to detect agency is fundamental for understanding the social world. Underlying this capacity are neural circuits that respond to patterns of intentional biological motion in the superior temporal sulcus and temporoparietal junction. Here we show that the brain's blood oxygenation level dependent (BOLD) response to such motion is modulated by the representation of the actor. Dynamic social interactions were portrayed by either live-action agents or computer-animated agents, enacting the exact same patterns of biological motion. Using an event-related design, we found that the BOLD response associated with the perception and interpretation of agency was greater when identical physical movements were performed by real rather than animated agents. This finding has important implications for previous work on biological motion that has relied upon computer-animated stimuli and demonstrates that the neural substrates of social perception are finely tuned toward real-world agents. In addition, the response in lateral temporal areas was observed in the absence of instructions to make mental inferences, thus demonstrating the spontaneous implementation of the intentional stance. PMID:18985141
Cultural evolution of military camouflage.
Talas, Laszlo; Baddeley, Roland J; Cuthill, Innes C
2017-07-05
While one has evolved and the other been consciously created, animal and military camouflage are expected to show many similar design principles. Using a unique database of calibrated photographs of camouflage uniform patterns, processed using texture and colour analysis methods from computer vision, we show that the parallels with biology are deeper than design for effective concealment. Using two case studies we show that, like many animal colour patterns, military camouflage can serve multiple functions. Following the dissolution of the Warsaw Pact, countries that became more Western-facing in political terms converged on NATO patterns in camouflage texture and colour. Following the break-up of the former Yugoslavia, the resulting states diverged in design, becoming more similar to neighbouring countries than the ancestral design. None of these insights would have been obtained using extant military approaches to camouflage design, which focus solely on concealment. Moreover, our computational techniques for quantifying pattern offer new tools for comparative biologists studying animal coloration.This article is part of the themed issue 'Animal coloration: production, perception, function and application'. © 2017 The Author(s).
Using postural synergies to animate a low-dimensional hand avatar in haptic simulation.
Mulatto, Sara; Formaglio, Alessandro; Malvezzi, Monica; Prattichizzo, Domenico
2013-01-01
A technique to animate a realistic hand avatar with 20 DoFs based on the biomechanics of the human hand is presented. The animation does not use any sensor glove or advanced tracker with markers. The proposed approach is based on the knowledge of a set of kinematic constraints on the model of the hand, referred to as postural synergies, which allows to represent the hand posture using a number of variables lower than the number of joints of the hand model. This low-dimensional set of parameters is estimated from direct measurement of the motion of thumb and index finger tracked using two haptic devices. A kinematic inversion algorithm has been developed, which takes synergies into account and estimates the kinematic configuration of the whole hand, i.e., also of the fingers whose end tips are not directly tracked by the two haptic devices. The hand skin is deformable and its deformation is computed using a linear vertex blending technique. The proposed synergy-based animation of the hand avatar involves only algebraic computations and is suitable for real-time implementation as required in haptics.
Takalo, Jouni; Piironen, Arto; Honkanen, Anna; Lempeä, Mikko; Aikio, Mika; Tuukkanen, Tuomas; Vähäsöyrinki, Mikko
2012-01-01
Ideally, neuronal functions would be studied by performing experiments with unconstrained animals whilst they behave in their natural environment. Although this is not feasible currently for most animal models, one can mimic the natural environment in the laboratory by using a virtual reality (VR) environment. Here we present a novel VR system based upon a spherical projection of computer generated images using a modified commercial data projector with an add-on fish-eye lens. This system provides equidistant visual stimulation with extensive coverage of the visual field, high spatio-temporal resolution and flexible stimulus generation using a standard computer. It also includes a track-ball system for closed-loop behavioural experiments with walking animals. We present a detailed description of the system and characterize it thoroughly. Finally, we demonstrate the VR system's performance whilst operating in closed-loop conditions by showing the movement trajectories of the cockroaches during exploratory behaviour in a VR forest.
NASA Astrophysics Data System (ADS)
Preissner, M.; Murrie, R. P.; Pinar, I.; Werdiger, F.; Carnibella, R. P.; Zosky, G. R.; Fouras, A.; Dubsky, S.
2018-04-01
We have developed an x-ray imaging system for in vivo four-dimensional computed tomography (4DCT) of small animals for pre-clinical lung investigations. Our customized laboratory facility is capable of high resolution in vivo imaging at high frame rates. Characterization using phantoms demonstrate a spatial resolution of slightly below 50 μm at imaging rates of 30 Hz, and the ability to quantify material density differences of at least 3%. We benchmark our system against existing small animal pre-clinical CT scanners using a quality factor that combines spatial resolution, image noise, dose and scan time. In vivo 4DCT images obtained on our system demonstrate resolution of important features such as blood vessels and small airways, of which the smallest discernible were measured as 55–60 μm in cross section. Quantitative analysis of the images demonstrate regional differences in ventilation between injured and healthy lungs.
Software systems for modeling articulated figures
NASA Technical Reports Server (NTRS)
Phillips, Cary B.
1989-01-01
Research in computer animation and simulation of human task performance requires sophisticated geometric modeling and user interface tools. The software for a research environment should present the programmer with a powerful but flexible substrate of facilities for displaying and manipulating geometric objects, yet insure that future tools have a consistent and friendly user interface. Jack is a system which provides a flexible and extensible programmer and user interface for displaying and manipulating complex geometric figures, particularly human figures in a 3D working environment. It is a basic software framework for high-performance Silicon Graphics IRIS workstations for modeling and manipulating geometric objects in a general but powerful way. It provides a consistent and user-friendly interface across various applications in computer animation and simulation of human task performance. Currently, Jack provides input and control for applications including lighting specification and image rendering, anthropometric modeling, figure positioning, inverse kinematics, dynamic simulation, and keyframe animation.
Computer aided analysis and optimization of mechanical system dynamics
NASA Technical Reports Server (NTRS)
Haug, E. J.
1984-01-01
The purpose is to outline a computational approach to spatial dynamics of mechanical systems that substantially enlarges the scope of consideration to include flexible bodies, feedback control, hydraulics, and related interdisciplinary effects. Design sensitivity analysis and optimization is the ultimate goal. The approach to computer generation and solution of the system dynamic equations and graphical methods for creating animations as output is outlined.
Wright, Cameron H G; Barrett, Steven F; Pack, Daniel J
2005-01-01
We describe a new approach to attacking the problem of robust computer vision for mobile robots. The overall strategy is to mimic the biological evolution of animal vision systems. Our basic imaging sensor is based upon the eye of the common house fly, Musca domestica. The computational algorithms are a mix of traditional image processing, subspace techniques, and multilayer neural networks.
Award-Winning Animation Helps Scientists See Nature at Work | News | NREL
Scientists See Nature at Work August 8, 2008 A computer-aided image combines a photo of a man with a three -dimensional, computer-generated image. The man has long brown hair and a long beard. He is wearing a blue - simultaneously. "It is very difficult to parallelize the process to run even on a huge computer,"
Computational Design of Animated Mechanical Characters
NASA Astrophysics Data System (ADS)
Coros, Stelian; Thomaszewski, Bernhard; DRZ Team Team
2014-03-01
A factor key to the appeal of modern CG movies and video-games is that the virtual worlds they portray place no bounds on what can be imagined. Rapid manufacturing devices hold the promise of bringing this type of freedom to our own world, by enabling the fabrication of physical objects whose appearance, deformation behaviors and motions can be precisely specified. In order to unleash the full potential of this technology however, computational design methods that create digital content suitable for fabrication need to be developed. In recent work, we presented a computational design system that allows casual users to create animated mechanical characters. Given an articulated character as input, the user designs the animated character by sketching motion curves indicating how they should move. For each motion curve, our framework creates an optimized mechanism that reproduces it as closely as possible. The resulting mechanisms are attached to the character and then connected to each other using gear trains, which are created in a semi-automated fashion. The mechanical assemblies generated with our system can be driven with a single input driver, such as a hand-operated crank or an electric motor, and they can be fabricated using rapid prototyping devices.
Computer-Based Reading Instruction for Young Children with Disabilities
ERIC Educational Resources Information Center
Lee, Yeunjoo; Vail, Cynthia O.
2005-01-01
This investigation examined the effectiveness of a computer program in teaching sight word recognition to four young children with developmental disabilities. The intervention program was developed through a formative evaluation process. It embedded a constant-time-delay procedure and involved sounds, video, text, and animations. Dependent…
ERIC Educational Resources Information Center
Chen, Alice Y.; McKee, Nancy
1999-01-01
Describes the developmental process used to visualize the calcium ATPase enzyme of the sarcoplasmic reticulum which involves evaluating scientific information, consulting scientists, model making, storyboarding, and creating and editing in a computer medium. (Author/CCM)
Visual Displays and Contextual Presentations in Computer-Based Instruction.
ERIC Educational Resources Information Center
Park, Ok-choon
1998-01-01
Investigates the effects of two instructional strategies, visual display (animation, and static graphics with and without motion cues) and contextual presentation, in the acquisition of electronic troubleshooting skills using computer-based instruction. Study concludes that use of visual displays and contextual presentation be based on the…
Computer Series, 37: Bits and Pieces, 14.
ERIC Educational Resources Information Center
Moore, John W., Ed.
1983-01-01
Thirteen computer/calculator programs (available from authors) are described. These include: representation of molecules as 3-D models; animated 3-D graphical display of line drawings of molecules; principles of Fourier-transform nuclear magnetic resonance; tutorial program for pH calculation; balancing chemical reactions using a hand-held…
Teaching Cardiovascular Integrations with Computer Laboratories.
ERIC Educational Resources Information Center
Peterson, Nils S.; Campbell, Kenneth B.
1985-01-01
Describes a computer-based instructional unit in cardiovascular physiology. The program (which employs simulated laboratory experimental techniques with a problem-solving format is designed to supplement an animal laboratory and to offer students an integrative approach to physiology through use of microcomputers. Also presents an overview of the…
Masuda, Y; Misztal, I; Legarra, A; Tsuruta, S; Lourenco, D A L; Fragomeni, B O; Aguilar, I
2017-01-01
This paper evaluates an efficient implementation to multiply the inverse of a numerator relationship matrix for genotyped animals () by a vector (). The computation is required for solving mixed model equations in single-step genomic BLUP (ssGBLUP) with the preconditioned conjugate gradient (PCG). The inverse can be decomposed into sparse matrices that are blocks of the sparse inverse of a numerator relationship matrix () including genotyped animals and their ancestors. The elements of were rapidly calculated with the Henderson's rule and stored as sparse matrices in memory. Implementation of was by a series of sparse matrix-vector multiplications. Diagonal elements of , which were required as preconditioners in PCG, were approximated with a Monte Carlo method using 1,000 samples. The efficient implementation of was compared with explicit inversion of with 3 data sets including about 15,000, 81,000, and 570,000 genotyped animals selected from populations with 213,000, 8.2 million, and 10.7 million pedigree animals, respectively. The explicit inversion required 1.8 GB, 49 GB, and 2,415 GB (estimated) of memory, respectively, and 42 s, 56 min, and 13.5 d (estimated), respectively, for the computations. The efficient implementation required <1 MB, 2.9 GB, and 2.3 GB of memory, respectively, and <1 sec, 3 min, and 5 min, respectively, for setting up. Only <1 sec was required for the multiplication in each PCG iteration for any data sets. When the equations in ssGBLUP are solved with the PCG algorithm, is no longer a limiting factor in the computations.
Gerlach, Trevor J; Sadler, Valerie M; Ball, Ray L
2013-12-01
Two distressed Florida manatees (Trichechus manatus latirostris) were reported to the Florida Fish and Wildlife Conservation Commission. The first animal was determined to be an abandoned, emaciated calf. The second animal was a nursing calf that had sustained watercraft-related trauma. Both animals were captured and transported to Tampa's Lowry Park Zoo, where diagnostic evaluations, including physical examinations, blood work, computed tomography (CT), and radiographs were performed. Radiograph and CT scans identified the presence of free air within the pleural and abdominal cavities of both animals. Based on the lack of substantial findings in the first animal and a rapid resolution of clinical signs in the second animal, both animals were managed conservatively. This report documents simultaneous pneumothorax and pneumoperitoneum, the associated clinical and diagnostic findings, and conservative medical management of these conditions in the Florida manatee.
Introducing Seismic Tomography with Computational Modeling
NASA Astrophysics Data System (ADS)
Neves, R.; Neves, M. L.; Teodoro, V.
2011-12-01
Learning seismic tomography principles and techniques involves advanced physical and computational knowledge. In depth learning of such computational skills is a difficult cognitive process that requires a strong background in physics, mathematics and computer programming. The corresponding learning environments and pedagogic methodologies should then involve sets of computational modelling activities with computer software systems which allow students the possibility to improve their mathematical or programming knowledge and simultaneously focus on the learning of seismic wave propagation and inverse theory. To reduce the level of cognitive opacity associated with mathematical or programming knowledge, several computer modelling systems have already been developed (Neves & Teodoro, 2010). Among such systems, Modellus is particularly well suited to achieve this goal because it is a domain general environment for explorative and expressive modelling with the following main advantages: 1) an easy and intuitive creation of mathematical models using just standard mathematical notation; 2) the simultaneous exploration of images, tables, graphs and object animations; 3) the attribution of mathematical properties expressed in the models to animated objects; and finally 4) the computation and display of mathematical quantities obtained from the analysis of images and graphs. Here we describe virtual simulations and educational exercises which enable students an easy grasp of the fundamental of seismic tomography. The simulations make the lecture more interactive and allow students the possibility to overcome their lack of advanced mathematical or programming knowledge and focus on the learning of seismological concepts and processes taking advantage of basic scientific computation methods and tools.
Computer animation in teaching science: Effectiveness in teaching retrograde motion to 9th graders
NASA Astrophysics Data System (ADS)
Klenk, Kristin Elmstrom
The purpose of this study is to determine whether an instructional approach which includes computer animations is more effective than a traditional textbook-only approach in helping ninth grade students learn an abstract concept, in this case planetary retrograde motion. This investigation uses a quasi-experimental design with convenient sampling. The independent variable is the type of instruction provided to students; traditional text-based instruction (control group) compared to traditional instruction which also includes the viewing of 4 computer animations (treatment). Two conditions of the treatment examine the relative advantage of the order of the presentation of the animations and text-based instruction, as well as the quality of understanding and the retention of the learning over time. The dependent variable is student achievement which is measured using an instrument designed specifically for this study. Comparison of the independent variable to the dependent variable based upon the results from a Repeated Measure Factorial Design in ANOVA indicates that the treatment is an effective instructional technique. The posttest1 mean score of the treatment groups was significantly greater than the posttest1 mean score of the control group. Further posthoc tests indicate that there was no significant difference between the two treatments (1 and 2); read/animation versus animation/read. However, there was a significant difference in the mean score depending on the pathway, students enrolled in the A pathway achieved a significantly higher mean score after the treatment than students in the B pathway. The A pathway (n = 185) represent the larger heterogeneous population of students as compared to the B pathway (n=16) which includes students with lower cognitive abilities and special needs. When all of the students are included in the analysis the results indicate that students do not retain their understanding of the concept. However, when the students in the B pathway are removed from the data set the analysis changes, the posttest1 and posttest2 means are not significantly different. Students in the A pathway did retain their understanding of the concept and were able to demonstrate it on the assessment. A detailed item analysis of the multiple choice question suggest that students in the B pathway were much more likely to guess on the multiple choice questions than students in the A pathway who show no evidence of guessing. The outcome of this study suggests that an instructional approach with includes viewing computer animations is an effective strategy for teaching and learning an abstract concept in a ninth grade Earth Science classroom.
Survival analysis in telemetry studies: The staggered entry design
Pollock, K.H.; Winterstein, S.R.; Bunck, C.M.; Curtis, P.D.
1989-01-01
A simple description of the Kaplan-Meier procedure is presented with an example using northern bobwhite quail survival data. The Kaplan- Meier procedure was then generalized to allow gradual (or staggered) entry of animals into the study, allowing animals being lost (or censored) due to radio failure, radio loss, or emigration of the animal from the study area. Additionally, the applicability and generalization of the log rank test, a test to compare two survival distributions, was demonstrated. Computer program was developed and is available from authors.
Linking live animals and products: traceability.
Britt, A G; Bell, C M; Evers, K; Paskin, R
2013-08-01
It is rarely possible to successfully contain an outbreak of an infectious animal disease, or to respond effectively to a chemical residue incident, without the use of a system for identifying and tracking animals. The linking of animals at the time they are slaughtered--through the use of identification devices or marks and accompanying movement documentation--with the meat produced from their carcasses, adds further value from the perspective of consumer safety. Over the past decade, animal identification technology has become more sophisticated and affordable. The development of the Internet and mobile communication tools, complemented bythe expanded capacity of computers and associated data management applications, has added a new dimension to the ability of Competent Authorities and industry to track animals and the food they produce for disease control, food safety and commercial purposes.
An automated device for provoking and capturing wildlife calls
Ausband, David E.; Skrivseth, Jesse; Mitchell, Michael S.
2011-01-01
Some animals exhibit call-and-response behaviors that can be exploited to facilitate detection. Traditionally, acoustic surveys that use call-and-respond techniques have required an observer's presence to perform the broadcast, record the response, or both events. This can be labor-intensive and may influence animal behavior and, thus, survey results. We developed an automated acoustic survey device using commercially available hardware (e.g., laptop computer, speaker, microphone) and an author-created (JS) software program ("HOOT") that can be used to survey for any animal that calls. We tested this device to determine 1) deployment longevity, 2) effective sampling area, and 3) ability to detect known packs of gray wolves (Canis lupus) in Idaho, USA. Our device was able to broadcast and record twice daily for 6–7 days using the internal computer battery and surveyed an area of 3.3–17.5 km2 in relatively open habitat depending on the hardware components used. We surveyed for wolves at 2 active rendezvous sites used by closely monitored, radiocollared wolf packs and obtained 4 responses across both packs over 3 days of sampling. We confirmed reproduction in these 2 packs by detecting pup howls aurally from the resulting device recordings. Our device can broadcast and record animal calls and the computer software is freely downloadable. This automated survey device can be used to collect reliable data while reducing the labor costs traditionally associated with acoustic surveys.
An automated device for provoking and capturing Wildlife calls
Ausband, D.E.; Skrivseth, J.; Mitchell, M.S.
2011-01-01
Some animals exhibit call-and-response behaviors that can be exploited to facilitate detection. Traditionally, acoustic surveys that use call-and-respond techniques have required an observer's presence to perform the broadcast, record the response, or both events. This can be labor-intensive and may influence animal behavior and, thus, survey results. We developed an automated acoustic survey device using commercially available hardware (e.g., laptop computer, speaker, microphone) and an author-created (JS) software program ("HOOT") that can be used to survey for any animal that calls. We tested this device to determine 1) deployment longevity, 2) effective sampling area, and 3) ability to detect known packs of gray wolves (Canis lupus) in Idaho, USA. Our device was able to broadcast and record twice daily for 6-7 days using the internal computer battery and surveyed an area of 3.3-17.5 km in relatively open habitat depending on the hardware components used. We surveyed for wolves at 2 active rendezvous sites used by closely monitored, radiocollared wolf packs and obtained 4 responses across both packs over 3 days of sampling. We confirmed reproduction in these 2 packs by detecting pup howls aurally from the resulting device recordings. Our device can broadcast and record animal calls and the computer software is freely downloadable. This automated survey device can be used to collect reliable data while reducing the labor costs traditionally associated with acoustic surveys. ?? 2011 The Wildlife Society.
NASA Astrophysics Data System (ADS)
Graves, A. Palmer
This study examines the effect of increasing the visual complexity used in computer assisted instruction in general chemistry. Traditional recitation instruction was used as a control for the experiment. One tutorial presented a chemistry topic using 3-D animation showing molecular activity and symbolic representation of the macroscopic view of a chemical phenomenon. A second tutorial presented the same topic but simultaneously presented students with a digital video movie showing the phenomena and 3-D animation showing the molecular view of the phenomena. This experimental set-up was used in two different experiments during the first semester of college level general chemistry course. The topics covered were the molecular effect of heating water through the solid-liquid phase change and the kinetic molecular theory used in explaining pressure changes. The subjects used in the experiment were 236 college students enrolled in a freshman chemistry course at a large university. The data indicated that the simultaneous presentation of digital video, showing the solid to liquid phase change of water, with a molecular animation, showing the molecular behavior during the phase change, had a significant effect on student particulate understanding when compared to traditional recitation. Although the effect of the KMT tutorial was not statistically significant, there was a positive effect on student particulate understanding. The use of computer tutorial also had a significant effect on student attitude toward their comprehension of the lesson.
Education Calls for a New Philosophy.
ERIC Educational Resources Information Center
Scheidlinger, Zygmunt
1999-01-01
Highlights changes brought on by computers and technological advancement and notes that only those with a vision of the future can direct and participate in the evolution of education. Suggests that virtual reality, simulation, animation and other computer-based features will render traditional class learning futile and that computerized education…
USDA-ARS?s Scientific Manuscript database
Remarkable advances in next-generation sequencing (NGS) technologies, bioinformatics algorithms, and computational technologies have significantly accelerated genomic research. However, complicated NGS data analysis still remains as a major bottleneck. RNA-seq, as one of the major area in the NGS fi...
In its Computational Toxicology Program, EPA/ORD proposes to integrate genomics and computational methods to provide a mechanistic basis for the prediction of toxicity of chemicals and the pathogenicity of microorganisms. The goal of microbiological water testing is to be able to...
Biology Students Building Computer Simulations Using StarLogo TNG
ERIC Educational Resources Information Center
Smith, V. Anne; Duncan, Ishbel
2011-01-01
Confidence is an important issue for biology students in handling computational concepts. This paper describes a practical in which honours-level bioscience students simulate complex animal behaviour using StarLogo TNG, a freely-available graphical programming environment. The practical consists of two sessions, the first of which guides students…
Hupa Natural Resources Dictionary.
ERIC Educational Resources Information Center
Bennett, Ruth, Ed.; And Others
Created by children in grades 5-8 who were enrolled in a year-long Hupa language class, this computer-generated, bilingual book contains descriptions and illustrations of local animals, birds, and fish. The introduction explains that students worked on a Macintosh computer able to print the Unifon alphabet used in writing the Hupa language.…
Design and Development of a Smart Storytelling Toy
ERIC Educational Resources Information Center
Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat
2014-01-01
Because computers generally make children passive listeners, new technological devices need to support children's storytelling activities. This article introduces the StoryTech, a smart toy that includes a virtual space comprised of computer-based graphics and characters as well as a real space that involves stuffed animals, background cards…
Establishment of a New Zealand rabbit model of spinal tuberculosis.
Geng, Guangqi; Wang, Qian; Shi, Jiandang; Yan, Junfa; Niu, Ningkui; Wang, Zili
2015-04-01
This was an experimental study. To investigate and evaluate the experimental method of establishing a New Zealand rabbit model of spinal tuberculosis. Establishing animal models of tuberculosis is critical to the experimental and clinical study of tuberculosis, especially spinal tuberculosis. However, the rapid spread of Mycobacterium tuberculosis and subsequent high mortality thwarted their effort. Since then, no animal models have been established of spinal tuberculosis. Forty-two New Zealand rabbits were randomly divided into experimental (n=20), control (n=20), and blank groups (n=2). Experimental animals were sensitized by complete Freund's adjuvant. A hole drilled under the upper endplate of the L4 vertebral body was filled with a gelfoam sponge infused with 0.1 mL H37Rv standard M. tuberculosis suspension (in controls, culture medium, and saline). Blank animals received no treatment. Survival 8 weeks after surgery was 89.5%, 94.7%, and 100% in experimental, control, and blank groups, respectively. The model was successfully established in all surviving experimental rabbits. In experimental animals, vertebral body destruction at 4 weeks was 50% by x-ray; 83.3% by computed tomography reconstruction and magnetic resonance imaging; at 8 weeks, 58.8% by x-ray and 100% by computed tomograph reconstruction and magnetic resonance imaging. At 8 weeks, experimental animals developed vertebral destruction, granulation, and necrosis and 17.6% had psoas abscess. Histopathology revealed numerous lymphocytes and epithelioid cells, trabecular bone fracture, and coagulative necrosis in the vertebrae of experimental animals; bacterium culture was 52.9% positive. Control and blank animals showed no such changes. A New Zealand rabbit of spinal tuberculosis model can be successfully established by drilling a hole in the upper endplate of the vertebral body, filling with gelfoam sponge infused with H37Rv standard M. tuberculosis suspension after sensitization by complete Freund's adjuvant.
Applications of CFD and visualization techniques
NASA Technical Reports Server (NTRS)
Saunders, James H.; Brown, Susan T.; Crisafulli, Jeffrey J.; Southern, Leslie A.
1992-01-01
In this paper, three applications are presented to illustrate current techniques for flow calculation and visualization. The first two applications use a commercial computational fluid dynamics (CFD) code, FLUENT, performed on a Cray Y-MP. The results are animated with the aid of data visualization software, apE. The third application simulates a particulate deposition pattern using techniques inspired by developments in nonlinear dynamical systems. These computations were performed on personal computers.
Tried and True: The Romance of the Atoms--Animated Atomic Attractions
ERIC Educational Resources Information Center
Hibbitt, Catherine
2010-01-01
Since the formation of atomic bonds is active, the authors sought a way of learning through drama or kinetic activity. To achieve this goal, they developed an activity called Romance of the Atoms. The activity requires students to use computer-animation technology to develop short cartoons that explain atomic classification and bonds. This…
ERIC Educational Resources Information Center
Olugbenga, Aiyedun Emmanuel
2016-01-01
Creative Arts is a core and compulsory subject in Nigerian upper basic classes, but the students' performance over the years indicated high failure. Instructional strategies play a pivotal role in improving students' performance. Computer-based instructions such as animated drawings could be a possible solution. This research adopted the design…
ERIC Educational Resources Information Center
Kartiko, Iwan; Kavakli, Manolya; Cheng, Ken
2010-01-01
As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (VR) applications become increasingly rich and complex. Cognitive Theory of Multimedia Learning (CTML) suggests that complex visual materials could hinder novice learners from attending to the lesson properly. On the other hand, previous studies have…
USDA-ARS?s Scientific Manuscript database
Data on individual daily feed intake, bi-weekly BW, and carcass composition were obtained on 1,212 crossbred steers, in Cycle VII of the Germplasm Evaluation Project at the U.S. Meat Animal Research Center. Within animal regressions of cumulative feed intake and BW on linear and quadratic days on fe...
Adaptive Animation of Human Motion for E-Learning Applications
ERIC Educational Resources Information Center
Li, Frederick W. B.; Lau, Rynson W. H.; Komura, Taku; Wang, Meng; Siu, Becky
2007-01-01
Human motion animation has been one of the major research topics in the field of computer graphics for decades. Techniques developed in this area help present human motions in various applications. This is crucial for enhancing the realism as well as promoting the user interest in the applications. To carry this merit to e-learning applications,…
Measuring Cognitive Load in Test Items: Static Graphics versus Animated Graphics
ERIC Educational Resources Information Center
Dindar, M.; Kabakçi Yurdakul, I.; Inan Dönmez, F.
2015-01-01
The majority of multimedia learning studies focus on the use of graphics in learning process but very few of them examine the role of graphics in testing students' knowledge. This study investigates the use of static graphics versus animated graphics in a computer-based English achievement test from a cognitive load theory perspective. Three…
Algorithm Animations for Teaching and Learning the Main Ideas of Basic Sortings
ERIC Educational Resources Information Center
Végh, Ladislav; Stoffová, Veronika
2017-01-01
Algorithms are hard to understand for novice computer science students because they dynamically modify values of elements of abstract data structures. Animations can help to understand algorithms, since they connect abstract concepts to real life objects and situations. In the past 30-35 years, there have been conducted many experiments in the…
9 CFR 319.182 - Braunschweiger and liver sausage or liverwurst.
Code of Federal Regulations, 2013 CFR
2013-01-01
... liverwurst. 319.182 Section 319.182 Animals and Animal Products FOOD SAFETY AND INSPECTION SERVICE... made from fresh, cured, and/or frozen pork, beef, and/or veal and at least 30 percent pork, beef, and/or veal livers computed on the weight of the fresh livers. It may also contain pork and/or beef fat...
9 CFR 319.182 - Braunschweiger and liver sausage or liverwurst.
Code of Federal Regulations, 2012 CFR
2012-01-01
... liverwurst. 319.182 Section 319.182 Animals and Animal Products FOOD SAFETY AND INSPECTION SERVICE... made from fresh, cured, and/or frozen pork, beef, and/or veal and at least 30 percent pork, beef, and/or veal livers computed on the weight of the fresh livers. It may also contain pork and/or beef fat...
9 CFR 319.182 - Braunschweiger and liver sausage or liverwurst.
Code of Federal Regulations, 2014 CFR
2014-01-01
... liverwurst. 319.182 Section 319.182 Animals and Animal Products FOOD SAFETY AND INSPECTION SERVICE... made from fresh, cured, and/or frozen pork, beef, and/or veal and at least 30 percent pork, beef, and/or veal livers computed on the weight of the fresh livers. It may also contain pork and/or beef fat...
9 CFR 319.182 - Braunschweiger and liver sausage or liverwurst.
Code of Federal Regulations, 2010 CFR
2010-01-01
... liverwurst. 319.182 Section 319.182 Animals and Animal Products FOOD SAFETY AND INSPECTION SERVICE... made from fresh, cured, and/or frozen pork, beef, and/or veal and at least 30 percent pork, beef, and/or veal livers computed on the weight of the fresh livers. It may also contain pork and/or beef fat...
9 CFR 319.182 - Braunschweiger and liver sausage or liverwurst.
Code of Federal Regulations, 2011 CFR
2011-01-01
... liverwurst. 319.182 Section 319.182 Animals and Animal Products FOOD SAFETY AND INSPECTION SERVICE... made from fresh, cured, and/or frozen pork, beef, and/or veal and at least 30 percent pork, beef, and/or veal livers computed on the weight of the fresh livers. It may also contain pork and/or beef fat...
Donald E. Zimmerman; Carol Akerelrea; Jane Kapler Smith; Garrett J. O' Keefe
2006-01-01
Natural-resource managers have used a variety of computer-mediated presentation methods to communicate management practices to diverse publics. We explored the effects of visualizing and animating predictions from mathematical models in computerized presentations explaining forest succession (forest growth and change through time), fire behavior, and management options...
ERIC Educational Resources Information Center
Yeh, Yu-Fang
2016-01-01
Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have…
CATOS (Computer Aided Training/Observing System): Automating animal observation and training.
Oh, Jinook; Fitch, W Tecumseh
2017-02-01
In animal behavioral biology, an automated observing/training system may be useful for several reasons: (a) continuous observation of animals for documentation of specific, irregular events, (b) long-term intensive training of animals in preparation for behavioral experiments, (c) elimination of potential cues and biases induced by humans during training and testing. Here, we describe an open-source-based system named CATOS (Computer Aided Training/Observing System) developed for such situations. There are several notable features in this system. CATOS is flexible and low cost because it is based on free open-source software libraries, common hardware parts, and open-system electronics based on Arduino. Automated video condensation is applied, leading to significantly reduced video data storage compared to the total active hours of the system. A data-viewing utility program helps a user browse recorded data quickly and more efficiently. With these features, CATOS has the potential to be applied to many different animal species in various environments such as laboratories, zoos, or even private homes. Also, an animal's free access to the device without constraint, and a gamified learning process, enhance the animal's welfare and enriches their environment. As a proof of concept, the system was built and tested with two different species. Initially, the system was tested for approximately 10 months with a domesticated cat. The cat was successfully and fully automatically trained to discriminate three different spoken words. Then, in order to test the system's adaptability to other species and hardware components, we used it to train a laboratory rat for 3 weeks.
Hasegawa, Tomoyuki; Kojima, Haruna; Masu, Chisato; Fukushima, Yasuhiro; Kojima, Hironori; Konokawa, Kiminori; Isobe, Tomonori; Sato, Eisuke; Murayama, Hideo; Maruyama, Koichi; Umeda, Tokuo
2010-01-01
Physics-related subjects are important in the educational fields of radiological physics and technology. However, conventional teaching tools, for example texts, equations, and two-dimensional figures, are not very effective in attracting the interest of students. Therefore, we have created several multimedia educational materials covering radiological physics and technology. Each educational presentation includes several segments of high-quality computer-graphic animations designed to attract students' interest. We used personal computers (PCs) and commercial software to create and compile these. Undergraduate and graduate students and teachers and related professionals contributed to the design and creation of the educational materials as part of student research. The educational materials can be displayed on a PC monitor and manipulated with popular free software. Opinion surveys conducted in undergraduate courses at Kitasato University support the effectiveness of our educational tools in helping students gain a better understanding of the subjects offered and in raising their interest.
[Alternatives to animal testing].
Fabre, Isabelle
2009-11-01
The use of alternative methods to animal testing are an integral part of the 3Rs concept (refine, reduce, replace) defined by Russel & Burch in 1959. These approaches include in silico methods (databases and computer models), in vitro physicochemical analysis, biological methods using bacteria or isolated cells, reconstructed enzyme systems, and reconstructed tissues. Emerging "omic" methods used in integrated approaches further help to reduce animal use, while stem cells offer promising approaches to toxicologic and pathophysiologic studies, along with organotypic cultures and bio-artificial organs. Only a few alternative methods can so far be used in stand-alone tests as substitutes for animal testing. The best way to use these methods is to integrate them in tiered testing strategies (ITS), in which animals are only used as a last resort.
Life sciences research in space: The requirement for animal models
NASA Technical Reports Server (NTRS)
Fuller, C. A.; Philips, R. W.; Ballard, R. W.
1987-01-01
Use of animals in NASA space programs is reviewed. Animals are needed because life science experimentation frequently requires long-term controlled exposure to environments, statistical validation, invasive instrumentation or biological tissue sampling, tissue destruction, exposure to dangerous or unknown agents, or sacrifice of the subject. The availability and use of human subjects inflight is complicated by the multiple needs and demands upon crew time. Because only living organisms can sense, integrate and respond to the environment around them, the sole use of tissue culture and computer models is insufficient for understanding the influence of the space environment on intact organisms. Equipment for spaceborne experiments with animals is described.
NASA Technical Reports Server (NTRS)
Fales, Janine L.
1991-01-01
The capabilities of the postprocessing program CANDI (Color Animation of Nastran DIsplacements) were expanded to accept results from axisymmetric analysis. An auxiliary program, ANIMATE, was developed to allow color display of CANDI output on the IRIS 4D-series workstations. The user can interactively manipulate the graphics display by three-dimensional rotations, translations, and scaling through the use of the keyboard and/or dials box. The user can also specify what portion of the model is displayed. These developments are limited to the display of complex displacements calculated with the NASHUA/NASTRAN procedure for structural acoustics analysis.
Micro-CT images reconstruction and 3D visualization for small animal studying
NASA Astrophysics Data System (ADS)
Gong, Hui; Liu, Qian; Zhong, Aijun; Ju, Shan; Fang, Quan; Fang, Zheng
2005-01-01
A small-animal x-ray micro computed tomography (micro-CT) system has been constructed to screen laboratory small animals and organs. The micro-CT system consists of dual fiber-optic taper-coupled CCD detectors with a field-of-view of 25x50 mm2, a microfocus x-ray source, a rotational subject holder. For accurate localization of rotation center, coincidence between the axis of rotation and centre of image was studied by calibration with a polymethylmethacrylate cylinder. Feldkamp"s filtered back-projection cone-beam algorithm is adopted for three-dimensional reconstruction on account of the effective corn-beam angle is 5.67° of the micro-CT system. 200x1024x1024 matrix data of micro-CT is obtained with the magnification of 1.77 and pixel size of 31x31μm2. In our reconstruction software, output image size of micro-CT slices data, magnification factor and rotation sample degree can be modified in the condition of different computational efficiency and reconstruction region. The reconstructed image matrix data is processed and visualization by Visualization Toolkit (VTK). Data parallelism of VTK is performed in surface rendering of reconstructed data in order to improve computing speed. Computing time of processing a 512x512x512 matrix datasets is about 1/20 compared with serial program when 30 CPU is used. The voxel size is 54x54x108 μm3. The reconstruction and 3-D visualization images of laboratory rat ear are presented.
Gee, Carole T.
2013-01-01
• Premise of the study: As an alternative to conventional thin-sectioning, which destroys fossil material, high-resolution X-ray computed tomography (also called microtomography or microCT) integrated with scientific visualization, three-dimensional (3D) image segmentation, size analysis, and computer animation is explored as a nondestructive method of imaging the internal anatomy of 150-million-year-old conifer seed cones from the Late Jurassic Morrison Formation, USA, and of recent and other fossil cones. • Methods: MicroCT was carried out on cones using a General Electric phoenix v|tome|x s 240D, and resulting projections were processed with visualization software to produce image stacks of serial single sections for two-dimensional (2D) visualization, 3D segmented reconstructions with targeted structures in color, and computer animations. • Results: If preserved in differing densities, microCT produced images of internal fossil tissues that showed important characters such as seed phyllotaxy or number of seeds per cone scale. Color segmentation of deeply embedded seeds highlighted the arrangement of seeds in spirals. MicroCT of recent cones was even more effective. • Conclusions: This is the first paper on microCT integrated with 3D segmentation and computer animation applied to silicified seed cones, which resulted in excellent 2D serial sections and segmented 3D reconstructions, revealing features requisite to cone identification and understanding of strobilus construction. PMID:25202495
Extending self-organizing particle systems to problem solving.
Rodríguez, Alejandro; Reggia, James A
2004-01-01
Self-organizing particle systems consist of numerous autonomous, purely reflexive agents ("particles") whose collective movements through space are determined primarily by local influences they exert upon one another. Inspired by biological phenomena (bird flocking, fish schooling, etc.), particle systems have been used not only for biological modeling, but also increasingly for applications requiring the simulation of collective movements such as computer-generated animation. In this research, we take some first steps in extending particle systems so that they not only move collectively, but also solve simple problems. This is done by giving the individual particles (agents) a rudimentary intelligence in the form of a very limited memory and a top-down, goal-directed control mechanism that, triggered by appropriate conditions, switches them between different behavioral states and thus different movement dynamics. Such enhanced particle systems are shown to be able to function effectively in performing simulated search-and-collect tasks. Further, computational experiments show that collectively moving agent teams are more effective than similar but independently moving ones in carrying out such tasks, and that agent teams of either type that split off members of the collective to protect previously acquired resources are most effective. This work shows that the reflexive agents of contemporary particle systems can readily be extended to support goal-directed problem solving while retaining their collective movement behaviors. These results may prove useful not only for future modeling of animal behavior, but also in computer animation, coordinated movement control in robotic teams, particle swarm optimization, and computer games.
Justice, W S M; O'Brien, M F; Szyszka, O; Shotton, J; Gilmour, J E M; Riordan, P; Wolfensohn, S
2017-08-05
Animal welfare monitoring is an essential part of zoo management and a legal requirement in many countries. Historically, a variety of welfare audits have been proposed to assist zoo managers. Unfortunately, there are a number of issues with these assessments, including lack of species information, validated tests and the overall complexity of these audits which make them difficult to implement in practice. The animal welfare assessment grid (AWAG) has previously been proposed as an animal welfare monitoring tool for animals used in research programmes. This computer-based system was successfully adapted for use in a zoo setting with two taxonomic groups: primates and birds. This tool is simple to use and provides continuous monitoring based on cumulative lifetime assessment. It is suggested as an alternative, practical method for welfare monitoring in zoos. British Veterinary Association.
A Multivariate Analysis of Lost Work Time Due to On-the-Job Injuries at Marine Corps Commands
2007-09-01
00893 F Chemistry 01320 F Civil Engineering 00810 F Communications Clerical 00394 F Computer Engineering 00854 F Computer Operation 00332 F...69001 H Packing 70002 H Small-Arms Repairing 66010 H Transportation Loss and Damage Claims Examining 02135 H Agronomy 00471 H Animal Caretaking
A Computer-Assisted Nutrition Education Unit for Grades 4-6.
ERIC Educational Resources Information Center
Hills, Alvina M.
1983-01-01
A computer-assisted instructional unit (written for 32K Commodore PET microcomputer) was developed to identify four food groups outlined in Canada's Food Guide, place specific foods in correct groups, and identify food not belonging to the four groups. Animated color-coded keys are used to represent the food groups. (JN)
ERIC Educational Resources Information Center
Chapman, Dane M.; And Others
Three critical procedural skills in emergency medicine were evaluated using three assessment modalities--written, computer, and animal model. The effects of computer practice and previous procedure experience on skill competence were also examined in an experimental sequential assessment design. Subjects were six medical students, six residents,…
Using Animation and Interactivity To Enrich Reading and Writing Activities.
ERIC Educational Resources Information Center
Gladhart, Marsha A.
In the hands of inspired teachers, computers can provide opportunities for creativity and interaction that add new excitement to learning. PowerPoint and HyperStudio are just two examples of computer software that are frequently used by students to share knowledge and develop communication skills using multimedia. Publishing their work with the…
An Empathic Avatar in a Computer-Aided Learning Program to Encourage and Persuade Learners
ERIC Educational Resources Information Center
Chen, Gwo-Dong; Lee, Jih-Hsien; Wang, Chin-Yeh; Chao, Po-Yao; Li, Liang-Yi; Lee, Tzung-Yi
2012-01-01
Animated pedagogical agents with characteristics such as facial expressions, gestures, and human emotions, under an interactive user interface are attractive to students and have high potential to promote students' learning. This study proposes a convenient method to add an embodied empathic avatar into a computer-aided learning program; learners…
Automatic Grading of 3D Computer Animation Laboratory Assignments
ERIC Educational Resources Information Center
Lamberti, Fabrizio; Sanna, Andrea; Paravati, Gianluca; Carlevaris, Gilles
2014-01-01
Assessment is a delicate task in the overall teaching process because it may require significant time and may be prone to subjectivity. Subjectivity is especially true for disciplines in which perceptual factors play a key role in the evaluation. In previous decades, computer-based assessment techniques were developed to address the…
Learning English with "The Sims": Exploiting Authentic Computer Simulation Games for L2 Learning
ERIC Educational Resources Information Center
Ranalli, Jim
2008-01-01
With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…
ERIC Educational Resources Information Center
Govindasamy, Malliga K.
2014-01-01
Agent technology has become one of the dynamic and most interesting areas of computer science in recent years. The dynamism of this technology has resulted in computer generated characters, known as pedagogical agent, entering the digital learning environments in increasing numbers. Commonly deployed in implementing tutoring strategies, these…
In vitro screening of chemicals for bioactivity together with computational modeling are beginning to replace animal toxicity testing in support of chemical risk assessment. To facilitate this transition, an amphibian thyroid axis model has been developed to describe thyroid home...
Point Cloud-Based Automatic Assessment of 3D Computer Animation Courseworks
ERIC Educational Resources Information Center
Paravati, Gianluca; Lamberti, Fabrizio; Gatteschi, Valentina; Demartini, Claudio; Montuschi, Paolo
2017-01-01
Computer-supported assessment tools can bring significant benefits to both students and teachers. When integrated in traditional education workflows, they may help to reduce the time required to perform the evaluation and consolidate the perception of fairness of the overall process. When integrated within on-line intelligent tutoring systems,…
ERIC Educational Resources Information Center
Toplis, Rob
2008-01-01
This paper reports case study research into the knowledge and understanding of chemistry for six secondary science student teachers. It combines innovative student-generated computer animations, using "ChemSense" software, with interviews to probe understanding of four common chemical processes used in the secondary school curriculum. Findings…
Computed tomography (CT) imaging has been used to describe and quantify subtidal, benthic animals such as polychaetes, amphipods, and shrimp. Here, for the first time, CT imaging is used to successfully quantify wet mass of coarse roots, rhizomes, and peat in cores collected from...
ERIC Educational Resources Information Center
Mather, Richard
2015-01-01
This paper explores the application of canonical gradient analysis to evaluate and visualize student performance and acceptance of a learning system platform. The subject of evaluation is a first year BSc module for computer programming. This uses "Ceebot," an animated and immersive game-like development environment. Multivariate…
Flow visualization of CFD using graphics workstations
NASA Technical Reports Server (NTRS)
Lasinski, Thomas; Buning, Pieter; Choi, Diana; Rogers, Stuart; Bancroft, Gordon
1987-01-01
High performance graphics workstations are used to visualize the fluid flow dynamics obtained from supercomputer solutions of computational fluid dynamic programs. The visualizations can be done independently on the workstation or while the workstation is connected to the supercomputer in a distributed computing mode. In the distributed mode, the supercomputer interactively performs the computationally intensive graphics rendering tasks while the workstation performs the viewing tasks. A major advantage of the workstations is that the viewers can interactively change their viewing position while watching the dynamics of the flow fields. An overview of the computer hardware and software required to create these displays is presented. For complex scenes the workstation cannot create the displays fast enough for good motion analysis. For these cases, the animation sequences are recorded on video tape or 16 mm film a frame at a time and played back at the desired speed. The additional software and hardware required to create these video tapes or 16 mm movies are also described. Photographs illustrating current visualization techniques are discussed. Examples of the use of the workstations for flow visualization through animation are available on video tape.
Jane Kapler Smith; Donald E. Zimmerman; Carol Akerelrea; Garrett O' Keefe
2008-01-01
Natural resource managers use a variety of computer-mediated presentation methods to communicate management practices to the public. We explored the effects of using the Stand Visualization System to visualize and animate predictions from the Forest Vegetation Simulator-Fire and Fuels Extension in presentations explaining forest succession (forest growth and change...
Huntington II Simulation Program - TAG. Student Workbook, Teacher's Guide, and Resource Handbook.
ERIC Educational Resources Information Center
Friedland, James
Presented are instructions for the use of "TAG," a model for estimating animal population in a given area. The computer program asks the student to estimate the number of bass in a simulated farm pond using the technique of tagging and recovery. The objective of the simulation is to teach principles for estimating animal populations when they…
The Central Role for Behavior Analysis in Modern Robotics, and Vice Versa
ERIC Educational Resources Information Center
Hutchison, William R.
2012-01-01
Serving as Rachlin's teaching assistant for his graduate course on animal learning in 1973 determined the direction of the author's career, which has been to build computer models and robots based mostly on the equations from that course and related ones. These artificial beings behave and learn very much like animals, and creating them forces a…
NASA Technical Reports Server (NTRS)
Schlecht, Leslie E.; Kutler, Paul (Technical Monitor)
1998-01-01
This is a proposal for a general use system based, on the SGI IRIS workstation platform, for recording computer animation to videotape. In addition, this system would provide features for simple editing and enhancement. Described here are a list of requirements for the system, and a proposed configuration including the SGI VideoLab Integrator, VideoMedia VLAN animation controller and the Pioneer rewritable laserdisc recorder.
The Use of Animation in Higher Education Teaching to Support Students with Dyslexia
ERIC Educational Resources Information Center
Taylor, M.; Duffy, S.; Hughes, G.
2007-01-01
Purpose: The purpose of the research reported in this paper was to examine the potential usefulness of animated learning materials for supporting students with dyslexia in a UK higher education setting. Design/methodology/approach: An experiment was conducted with a set of 13 undergraduate computing students with dyslexia and a control group of 13…
ERIC Educational Resources Information Center
Broemmel, Amy D.; Moran, Mary Jane; Wooten, Deborah A.
2015-01-01
With the emergence of electronic media over the past two decades, young children have been found to have increased exposure to video games, computer-based activities, and electronic books (e-books). This study explores how exposure to animated ebooks impacts young children's literacy development. A stratified convenience sample (n = 24) was…
Can Music and Animation Improve the Flow and Attainment in Online Learning?
ERIC Educational Resources Information Center
Grice, Sue; Hughes, Janet
2009-01-01
Despite the wide use of music in various areas of society to influence listeners in different ways, one area often neglected is the use of music within online learning environments. This paper describes a study of the effects of music and animation upon learners in a computer mediated environment. A test was developed in which each learner was…
Animating a Human Body Mesh with Maya for Doppler Signature Computer Modeling
2009-06-01
three color-coded transformation tools attached to the AK47 mesh used to create the man with weapon model. Red, green, and blue correspond to the x-, y...animation scenario, the human moves in a natural walking motion cycle (figure 9). In the other two, the walking human carries an AK47 rifle in the port
Masuda, Y; Misztal, I; Tsuruta, S; Legarra, A; Aguilar, I; Lourenco, D A L; Fragomeni, B O; Lawlor, T J
2016-03-01
The objectives of this study were to develop and evaluate an efficient implementation in the computation of the inverse of genomic relationship matrix with the recursion algorithm, called the algorithm for proven and young (APY), in single-step genomic BLUP. We validated genomic predictions for young bulls with more than 500,000 genotyped animals in final score for US Holsteins. Phenotypic data included 11,626,576 final scores on 7,093,380 US Holstein cows, and genotypes were available for 569,404 animals. Daughter deviations for young bulls with no classified daughters in 2009, but at least 30 classified daughters in 2014 were computed using all the phenotypic data. Genomic predictions for the same bulls were calculated with single-step genomic BLUP using phenotypes up to 2009. We calculated the inverse of the genomic relationship matrix GAPY(-1) based on a direct inversion of genomic relationship matrix on a small subset of genotyped animals (core animals) and extended that information to noncore animals by recursion. We tested several sets of core animals including 9,406 bulls with at least 1 classified daughter, 9,406 bulls and 1,052 classified dams of bulls, 9,406 bulls and 7,422 classified cows, and random samples of 5,000 to 30,000 animals. Validation reliability was assessed by the coefficient of determination from regression of daughter deviation on genomic predictions for the predicted young bulls. The reliabilities were 0.39 with 5,000 randomly chosen core animals, 0.45 with the 9,406 bulls, and 7,422 cows as core animals, and 0.44 with the remaining sets. With phenotypes truncated in 2009 and the preconditioned conjugate gradient to solve mixed model equations, the number of rounds to convergence for core animals defined by bulls was 1,343; defined by bulls and cows, 2,066; and defined by 10,000 random animals, at most 1,629. With complete phenotype data, the number of rounds decreased to 858, 1,299, and at most 1,092, respectively. Setting up GAPY(-1) for 569,404 genotyped animals with 10,000 core animals took 1.3h and 57 GB of memory. The validation reliability with APY reaches a plateau when the number of core animals is at least 10,000. Predictions with APY have little differences in reliability among definitions of core animals. Single-step genomic BLUP with APY is applicable to millions of genotyped animals. Copyright © 2016 American Dairy Science Association. Published by Elsevier Inc. All rights reserved.
Dual-modality imaging of function and physiology
NASA Astrophysics Data System (ADS)
Hasegawa, Bruce H.; Iwata, Koji; Wong, Kenneth H.; Wu, Max C.; Da Silva, Angela; Tang, Hamilton R.; Barber, William C.; Hwang, Andrew B.; Sakdinawat, Anne E.
2002-04-01
Dual-modality imaging is a technique where computed tomography or magnetic resonance imaging is combined with positron emission tomography or single-photon computed tomography to acquire structural and functional images with an integrated system. The data are acquired during a single procedure with the patient on a table viewed by both detectors to facilitate correlation between the structural and function images. The resulting data can be useful for localization for more specific diagnosis of disease. In addition, the anatomical information can be used to compensate the correlated radionuclide data for physical perturbations such as photon attenuation, scatter radiation, and partial volume errors. Thus, dual-modality imaging provides a priori information that can be used to improve both the visual quality and the quantitative accuracy of the radionuclide images. Dual-modality imaging systems also are being developed for biological research that involves small animals. The small-animal dual-modality systems offer advantages for measurements that currently are performed invasively using autoradiography and tissue sampling. By acquiring the required data noninvasively, dual-modality imaging has the potential to allow serial studies in a single animal, to perform measurements with fewer animals, and to improve the statistical quality of the data.
Finding the way with a noisy brain.
Cheung, Allen; Vickerstaff, Robert
2010-11-11
Successful navigation is fundamental to the survival of nearly every animal on earth, and achieved by nervous systems of vastly different sizes and characteristics. Yet surprisingly little is known of the detailed neural circuitry from any species which can accurately represent space for navigation. Path integration is one of the oldest and most ubiquitous navigation strategies in the animal kingdom. Despite a plethora of computational models, from equational to neural network form, there is currently no consensus, even in principle, of how this important phenomenon occurs neurally. Recently, all path integration models were examined according to a novel, unifying classification system. Here we combine this theoretical framework with recent insights from directed walk theory, and develop an intuitive yet mathematically rigorous proof that only one class of neural representation of space can tolerate noise during path integration. This result suggests many existing models of path integration are not biologically plausible due to their intolerance to noise. This surprising result imposes significant computational limitations on the neurobiological spatial representation of all successfully navigating animals, irrespective of species. Indeed, noise-tolerance may be an important functional constraint on the evolution of neuroarchitectural plans in the animal kingdom.
Creating stimuli for the study of biological-motion perception.
Dekeyser, Mathias; Verfaillie, Karl; Vanrie, Jan
2002-08-01
In the perception of biological motion, the stimulus information is confined to a small number of lights attached to the major joints of a moving person. Despite this drastic degradation of the stimulus information, the human visual apparatus organizes the swarm of moving dots into a vivid percept of a moving biological creature. Several techniques have been proposed to create point-light stimuli: placing dots at strategic locations on photographs or films, video recording a person with markers attached to the body, computer animation based on artificial synthesis, and computer animation based on motion-capture data. A description is given of the technique we are currently using in our laboratory to produce animated point-light figures. The technique is based on a combination of motion capture and three-dimensional animation software (Character Studio, Autodesk, Inc., 1998). Some of the advantages of our approach are that the same actions can be shown from any viewpoint, that point-light versions, as well as versions with a full-fleshed character, can be created of the same actions, and that point lights can indicate the center of a joint (thereby eliminating several disadvantages associated with other techniques).
A prototype of behavior selection mechanism based on emotion
NASA Astrophysics Data System (ADS)
Zhang, Guofeng; Li, Zushu
2007-12-01
In bionic methodology rather than in design methodology more familiar with, summarizing the psychological researches of emotion, we propose the biologic mechanism of emotion, emotion selection role in creature evolution and a anima framework including emotion similar to the classical control structure; and consulting Prospect Theory, build an Emotion Characteristic Functions(ECF) that computer emotion; two more emotion theories are added to them that higher emotion is preferred and middle emotion makes brain run more efficiently, emotional behavior mechanism comes into being. A simulation of proposed mechanism are designed and carried out on Alife Swarm software platform. In this simulation, a virtual grassland ecosystem is achieved where there are two kinds of artificial animals: herbivore and preyer. These artificial animals execute four types of behavior: wandering, escaping, finding food, finding sex partner in their lives. According the theories of animal ethnology, escaping from preyer is prior to other behaviors for its existence, finding food is secondly important behavior, rating is third one and wandering is last behavior. In keeping this behavior order, based on our behavior characteristic function theory, the specific functions of emotion computing are built of artificial autonomous animals. The result of simulation confirms the behavior selection mechanism.
NASA Astrophysics Data System (ADS)
Akpınar, Ercan
2014-08-01
This study investigates the effects of using interactive computer animations based on predict-observe-explain (POE) as a presentation tool on primary school students' understanding of the static electricity concepts. A quasi-experimental pre-test/post-test control group design was utilized in this study. The experiment group consisted of 30 students, and the control group of 27 students. The control group received normal instruction in which the teacher provided instruction by means of lecture, discussion and homework. Whereas in the experiment group, dynamic and interactive animations based on POE were used as a presentation tool. Data collection tools used in the study were static electricity concept test and open-ended questions. The static electricity concept test was used as pre-test before the implementation, as post-test at the end of the implementation and as delay test approximately 6 weeks after the implementation. Open-ended questions were used at the end of the implementation and approximately 6 weeks after the implementation. Results indicated that the interactive animations used as presentation tools were more effective on the students' understanding of static electricity concepts compared to normal instruction.
AnimatLab: a 3D graphics environment for neuromechanical simulations.
Cofer, David; Cymbalyuk, Gennady; Reid, James; Zhu, Ying; Heitler, William J; Edwards, Donald H
2010-03-30
The nervous systems of animals evolved to exert dynamic control of behavior in response to the needs of the animal and changing signals from the environment. To understand the mechanisms of dynamic control requires a means of predicting how individual neural and body elements will interact to produce the performance of the entire system. AnimatLab is a software tool that provides an approach to this problem through computer simulation. AnimatLab enables a computational model of an animal's body to be constructed from simple building blocks, situated in a virtual 3D world subject to the laws of physics, and controlled by the activity of a multicellular, multicompartment neural circuit. Sensor receptors on the body surface and inside the body respond to external and internal signals and then excite central neurons, while motor neurons activate Hill muscle models that span the joints and generate movement. AnimatLab provides a common neuromechanical simulation environment in which to construct and test models of any skeletal animal, vertebrate or invertebrate. The use of AnimatLab is demonstrated in a neuromechanical simulation of human arm flexion and the myotactic and contact-withdrawal reflexes. Copyright (c) 2010 Elsevier B.V. All rights reserved.
Planetary Education and Outreach Using the NOAA Science on a Sphere
NASA Technical Reports Server (NTRS)
Simon-Miller, A. A.; Williams, D. R.; Smith, S. M.; Friedlander, J. S.; Mayo, L. A.; Clark, P. E.; Henderson, M. A.
2011-01-01
Science On a Sphere (SOS) is a large visualization system, developed by the National Oceanic and Atmospheric Administration (NOAH), that uses computers running Redhat Linux and four video projectors to display animated data onto the outside of a sphere. Said another way, SOS is a stationary globe that can show dynamic, animated images in spherical form. Visualization of cylindrical data maps show planets, their atmosphere, oceans, and land, in very realistic form. The SOS system uses 4 video projectors to display images onto the sphere. Each projector is driven by a separate computer, and a fifth computer is used to control the operation of the display computers. Each computer is a relatively powerful PC with a high-end graphics card. The video projectors have native XGA resolution. The projectors are placed at the corners of a 30' x 30' square with a 68" carbon fiber sphere suspended in the center of the square. The equator of the sphere is typically located 86" off the floor. SOS uses common image formats such as JPEG, or TIFF in a very specific, but simple form; the images are plotted on an equatorial cylindrical equidistant projection, or as it is commonly known, a latitude/longitude grid, where the image is twice as wide as it is high (rectangular). 2048x] 024 is the minimum usable spatial resolution without some noticeable pixelation. Labels and text can be applied within the image, or using a timestamp-like feature within the SOS system software. There are two basic modes of operation for SOS: displaying a single image or an animated sequence of frames. The frame or frames can be setup to rotate or tilt, as in a planetary rotation. Sequences of images that animate through time produce a movie visualization, with or without an overlain soundtrack. After the images are processed, SOS will display the images in sequence and play them like a movie across the entire sphere surface. Movies can be of any arbitrary length, limited mainly by disk space and can be animated at frame rates up to 30 frames per second. Transitions, special effects, and other computer graphics techniques can be added to a sequence through the use of off-the-shelf software, like Final Cut Pro. However, one drawback is that the Sphere cannot be used in the same manner as a flat movie screen; images cannot be pushed to a "side", a highlighted area must be viewable to all sides of the room simultaneously, and some transitions do not work as well as others. We discuss these issues and workarounds in our poster.
Animals and the 3Rs in toxicology research and testing: The way forward.
Stokes, W S
2015-12-01
Despite efforts to eliminate the use of animals in testing and the availability of many accepted alternative methods, animals are still widely used for toxicological research and testing. While research using in vitro and computational models has dramatically increased in recent years, such efforts have not yet measurably impacted animal use for regulatory testing and are not likely to do so for many years or even decades. Until regulatory authorities have accepted test methods that can totally replace animals and these are fully implemented, large numbers of animals will continue to be used and many will continue to experience significant pain and distress. In order to positively impact the welfare of these animals, accepted alternatives must be implemented, and efforts must be directed at eliminating pain and distress and reducing animal numbers. Animal pain and distress can be reduced by earlier predictive humane endpoints, pain-relieving medications, and supportive clinical care, while sequential testing and routine use of integrated testing and decision strategies can reduce animal numbers. Applying advances in science and technology to the development of scientifically sound alternative testing models and strategies can improve animal welfare and further reduce and replace animal use. © The Author(s) 2015.
NASA Technical Reports Server (NTRS)
Hussey, K. J.; Hall, J. R.; Mortensen, R. A.
1986-01-01
Image processing methods and software used to animate nonimaging remotely sensed data on cloud cover are described. Three FORTRAN programs were written in the VICAR2/TAE image processing domain to perform 3D perspective rendering, to interactively select parameters controlling the projection, and to interpolate parameter sets for animation images between key frames. Operation of the 3D programs and transferring the images to film is automated using executive control language and custom hardware to link the computer and camera.
Visualizing Infrared (IR) Spectroscopy with Computer Animation
NASA Technical Reports Server (NTRS)
Abrams, Charles B.; Fine, Leonard W.
1996-01-01
IR Tutor, an interactive, animated infrared (IR) spectroscopy tutorial has been developed for Macintosh and IBM-compatible computers. Using unique color animation, complicated vibrational modes can be introduced to beginning students. Rules governing the appearance of IR absorption bands become obvious because the vibrational modes can be visualized. Each peak in the IR spectrum is highlighted, and the animation of the corresponding normal mode can be shown. Students can study each spectrum stepwise, or click on any individual peak to see its assignment. Important regions of each spectrum can be expanded and spectra can be overlaid for comparison. An introduction to the theory of IR spectroscopy is included, making the program a complete instructional package. Our own success in using this software for teaching and research in both academic and industrial environments will be described. IR Tutor consists of three sections: (1) The 'Introduction' is a review of basic principles of spectroscopy. (2) 'Theory' begins with the classical model of a simple diatomic molecule and is expanded to include larger molecules by introducing normal modes and group frequencies. (3) 'Interpretation' is the heart of the tutorial. Thirteen IR spectra are analyzed in detail, covering the most important functional groups. This section features color animation of each normal mode, full interactivity, overlay of related spectra, and expansion of important regions. This section can also be used as a reference.
Process of videotape making: presentation design, software, and hardware
NASA Astrophysics Data System (ADS)
Dickinson, Robert R.; Brady, Dan R.; Bennison, Tim; Burns, Thomas; Pines, Sheldon
1991-06-01
The use of technical video tape presentations for communicating abstractions of complex data is now becoming commonplace. While the use of video tapes in the day-to-day work of scientists and engineers is still in its infancy, their use as applications oriented conferences is now growing rapidly. Despite these advancements, there is still very little that is written down about the process of making technical videotapes. For printed media, different presentation styles are well known for categories such as results reports, executive summary reports, and technical papers and articles. In this paper, the authors present ideas on the topic of technical videotape presentation design in a format that is worth referring to. They have started to document the ways in which the experience of media specialist, teaching professionals, and character animators can be applied to scientific animation. Software and hardware considerations are also discussed. For this portion, distinctions are drawn between the software and hardware required for computer animation (frame at a time) productions, and live recorded interaction with a computer graphics display.
NASA Technical Reports Server (NTRS)
1998-01-01
This NASA JPL (Jet Propulsion Laboratory) video presents a collection of the best videos that have been published of the Voyager mission. Computer animation/simulations comprise the largest portion of the video and include outer planetary magnetic fields, outer planetary lunar surfaces, and the Voyager spacecraft trajectory. Voyager visited the four outer planets: Jupiter, Saturn, Uranus, and Neptune. The video contains some live shots of Jupiter (actual), the Earth's moon (from orbit), Saturn (actual), Neptune (actual) and Uranus (actual), but is mainly comprised of computer animations of these planets and their moons. Some of the individual short videos that are compiled are entitled: The Solar System; Voyage to the Outer Planets; A Tour of the Solar System; and the Neptune Encounter. Computerized simulations of Viewing Neptune from Triton, Diving over Neptune to Meet Triton, and Catching Triton in its Retrograde Orbit are included. Several animations of Neptune's atmosphere, rotation and weather features as well as significant discussion of the planet's natural satellites are also presented.
Ale, Angelique; Ermolayev, Vladimir; Herzog, Eva; Cohrs, Christian; de Angelis, Martin Hrabé; Ntziachristos, Vasilis
2012-06-01
The development of hybrid optical tomography methods to improve imaging performance has been suggested over a decade ago and has been experimentally demonstrated in animals and humans. Here we examined in vivo performance of a camera-based hybrid fluorescence molecular tomography (FMT) system for 360° imaging combined with X-ray computed tomography (XCT). Offering an accurately co-registered, information-rich hybrid data set, FMT-XCT has new imaging possibilities compared to stand-alone FMT and XCT. We applied FMT-XCT to a subcutaneous 4T1 tumor mouse model, an Aga2 osteogenesis imperfecta model and a Kras lung cancer mouse model, using XCT information during FMT inversion. We validated in vivo imaging results against post-mortem planar fluorescence images of cryoslices and histology data. Besides offering concurrent anatomical and functional information, FMT-XCT resulted in the most accurate FMT performance to date. These findings indicate that addition of FMT optics into the XCT gantry may be a potent upgrade for small-animal XCT systems.
NASA Astrophysics Data System (ADS)
Xia, Jun; Chatni, Muhammad; Maslov, Konstantin; Wang, Lihong V.
2013-03-01
Due to the wide use of animals for human disease studies, small animal whole-body imaging plays an increasingly important role in biomedical research. Currently, none of the existing imaging modalities can provide both anatomical and glucose metabolic information, leading to higher costs of building dual-modality systems. Even with image coregistration, the spatial resolution of the metabolic imaging modality is not improved. We present a ring-shaped confocal photoacoustic computed tomography (RC-PACT) system that can provide both assessments in a single modality. Utilizing the novel design of confocal full-ring light delivery and ultrasound transducer array detection, RC-PACT provides full-view cross-sectional imaging with high spatial resolution. Scanning along the orthogonal direction provides three-dimensional imaging. While the mouse anatomy was imaged with endogenous hemoglobin contrast, the glucose metabolism was imaged with a near-infrared dye-labeled 2-deoxyglucose. Through mouse tumor models, we demonstrate that RC-PACT may be a paradigm shifting imaging method for preclinical research.
Quantitative diagnosis of tongue cancer from histological images in an animal model
NASA Astrophysics Data System (ADS)
Lu, Guolan; Qin, Xulei; Wang, Dongsheng; Muller, Susan; Zhang, Hongzheng; Chen, Amy; Chen, Zhuo G.; Fei, Baowei
2016-03-01
We developed a chemically-induced oral cancer animal model and a computer aided method for tongue cancer diagnosis. The animal model allows us to monitor the progress of the lesions over time. Tongue tissue dissected from mice was sent for histological processing. Representative areas of hematoxylin and eosin stained tissue from tongue sections were captured for classifying tumor and non-tumor tissue. The image set used in this paper consisted of 214 color images (114 tumor and 100 normal tissue samples). A total of 738 color, texture, morphometry and topology features were extracted from the histological images. The combination of image features from epithelium tissue and its constituent nuclei and cytoplasm has been demonstrated to improve the classification results. With ten iteration nested cross validation, the method achieved an average sensitivity of 96.5% and a specificity of 99% for tongue cancer detection. The next step of this research is to apply this approach to human tissue for computer aided diagnosis of tongue cancer.
Templin, Christian; Zweigerdt, Robert; Schwanke, Kristin; Olmer, Ruth; Ghadri, Jelena-Rima; Emmert, Maximilian Y; Müller, Ennio; Küest, Silke M; Cohrs, Susan; Schibli, Roger; Kronen, Peter; Hilbe, Monika; Reinisch, Andreas; Strunk, Dirk; Haverich, Axel; Hoerstrup, Simon; Lüscher, Thomas F; Kaufmann, Philipp A; Landmesser, Ulf; Martin, Ulrich
2012-07-24
Evaluation of novel cellular therapies in large-animal models and patients is currently hampered by the lack of imaging approaches that allow for long-term monitoring of viable transplanted cells. In this study, sodium iodide symporter (NIS) transgene imaging was evaluated as an approach to follow in vivo survival, engraftment, and distribution of human-induced pluripotent stem cell (hiPSC) derivatives in a pig model of myocardial infarction. Transgenic hiPSC lines stably expressing a fluorescent reporter and NIS (NIS(pos)-hiPSCs) were established. Iodide uptake, efflux, and viability of NIS(pos)-hiPSCs were assessed in vitro. Ten (±2) days after induction of myocardial infarction by transient occlusion of the left anterior descending artery, catheter-based intramyocardial injection of NIS(pos)-hiPSCs guided by 3-dimensional NOGA mapping was performed. Dual-isotope single photon emission computed tomographic/computed tomographic imaging was applied with the use of (123)I to follow donor cell survival and distribution and with the use of (99m)TC-tetrofosmin for perfusion imaging. In vitro, iodide uptake in NIS(pos)-hiPSCs was increased 100-fold above that of nontransgenic controls. In vivo, viable NIS(pos)-hiPSCs could be visualized for up to 15 weeks. Immunohistochemistry demonstrated that hiPSC-derived endothelial cells contributed to vascularization. Up to 12 to 15 weeks after transplantation, no teratomas were detected. This study describes for the first time the feasibility of repeated long-term in vivo imaging of viability and tissue distribution of cellular grafts in large animals. Moreover, this is the first report demonstrating vascular differentiation and long-term engraftment of hiPSCs in a large-animal model of myocardial infarction. NIS(pos)-hiPSCs represent a valuable tool to monitor and improve current cellular treatment strategies in clinically relevant animal models.
Computational Prediction of Alzheimer’s and Parkinson’s Disease MicroRNAs in Domestic Animals
Wang, Hai Yang; Lin, Zi Li; Yu, Xian Feng; Bao, Yuan; Cui, Xiang-Shun; Kim, Nam-Hyung
2016-01-01
As the most common neurodegenerative diseases, Alzheimer’s disease (AD) and Parkinson’s disease (PD) are two of the main health concerns for the elderly population. Recently, microRNAs (miRNAs) have been used as biomarkers of infectious, genetic, and metabolic diseases in humans but they have not been well studied in domestic animals. Here we describe a computational biology study in which human AD- and PD-associated miRNAs (ADM and PDM) were utilized to predict orthologous miRNAs in the following domestic animal species: dog, cow, pig, horse, and chicken. In this study, a total of 121 and 70 published human ADM and PDM were identified, respectively. Thirty-seven miRNAs were co-regulated in AD and PD. We identified a total of 105 unrepeated human ADM and PDM that had at least one 100% identical animal homolog, among which 81 and 54 showed 100% sequence identity with 241 and 161 domestic animal miRNAs, respectively. Over 20% of the total mature horse miRNAs (92) showed perfect matches to AD/PD-associated miRNAs. Pigs, dogs, and cows have similar numbers of AD/PD-associated miRNAs (63, 62, and 59). Chickens had the least number of perfect matches (34). Kyoto Encyclopedia of Genes and Genomes (KEGG) pathway analyses suggested that humans and dogs are relatively similar in the functional pathways of the five selected highly conserved miRNAs. Taken together, our study provides the first evidence for better understanding the miRNA-AD/PD associations in domestic animals, and provides guidance to generate domestic animal models of AD/PD to replace the current rodent models. PMID:26954182
NASA Astrophysics Data System (ADS)
Glittenberg, Carl; Binder, Susanne
2004-07-01
Purpose: To create a more effective method of demonstrating complex subject matter in ophthalmology with the use of high end, 3-D, computer aided animation and interactive multimedia technologies. Specifically, to explore the possibilities of demonstrating the complex nature of the neuroophthalmological basics of the human oculomotor system in a clear and non confusing way, and to demonstrate new forms of retinal surgery in a manner that makes the procedures easier to understand for other retinal surgeons. Methods and Materials: Using Reflektions 4.3, Monzoom Pro 4.5, Cinema 4D XL 5.03, Cinema 4D XL 8 Studio Bundle, Mediator 4.0, Mediator Pro 5.03, Fujitsu-Siemens Pentium III and IV, Gericom Webgine laptop, M.G.I. Video Wave 1.0 and 5, Micrografix Picture Publisher 6.0 and 8, Amorphium 1.0, and Blobs for Windows, we created 3-D animations showing the origin, insertion, course, main direction of pull, and auxiliary direction of pull of the six extra-ocular eye muscles. We created 3-D animations that (a) show the intra-cranial path of the relevant oculomotor cranial nerves and which muscles are supplied by them, (b) show which muscles are active in each of the ten lines of sight, (c) demonstrate the various malfunctions of oculomotor systems, as well as (d) show the surgical techniques and the challenges in radial optic neurotomies and subretinal surgeries. Most of the 3-D animations were integrated in interactive multimedia teaching programs. Their effectiveness was compared to conventional teaching methods in a comparative study performed at the University of Vienna. We also performed a survey to examine the response of students being taught with the interactive programs. We are currently in the process of placing most of the animations in an interactive web site in order to make them freely available to everyone who is interested. Results: Although learning how to use complex 3-D computer animation and multimedia authoring software can be very time consuming and frustrating, we found that once the programs are mastered they can be used to create 3-D animations that drastically improve the quality of medical demonstrations. The comparative study showed a significant advantage of using these technologies over conventional teaching methods. The feedback from medical students, doctors, and retinal surgeons was overwhelmingly positive. A strong interest was expressed to have more subjects and techniques demonstrated in this fashion. Conclusion: 3-D computer technologies should be used in the demonstration of all complex medical subjects. More effort and resources need to be given to the development of these technologies that can improve the understanding of medicine for students, doctors, and patients alike.
Mining continuous activity patterns from animal trajectory data
Wang, Y.; Luo, Ze; Baoping, Yan; Takekawa, John Y.; Prosser, Diann J.; Newman, Scott H.
2014-01-01
The increasing availability of animal tracking data brings us opportunities and challenges to intuitively understand the mechanisms of animal activities. In this paper, we aim to discover animal movement patterns from animal trajectory data. In particular, we propose a notion of continuous activity pattern as the concise representation of underlying similar spatio-temporal movements, and develop an extension and refinement framework to discover the patterns. We first preprocess the trajectories into significant semantic locations with time property. Then, we apply a projection-based approach to generate candidate patterns and refine them to generate true patterns. A sequence graph structure and a simple and effective processing strategy is further developed to reduce the computational overhead. The proposed approaches are extensively validated on both real GPS datasets and large synthetic datasets.
Chalmers, Eric; Luczak, Artur; Gruber, Aaron J.
2016-01-01
The mammalian brain is thought to use a version of Model-based Reinforcement Learning (MBRL) to guide “goal-directed” behavior, wherein animals consider goals and make plans to acquire desired outcomes. However, conventional MBRL algorithms do not fully explain animals' ability to rapidly adapt to environmental changes, or learn multiple complex tasks. They also require extensive computation, suggesting that goal-directed behavior is cognitively expensive. We propose here that key features of processing in the hippocampus support a flexible MBRL mechanism for spatial navigation that is computationally efficient and can adapt quickly to change. We investigate this idea by implementing a computational MBRL framework that incorporates features inspired by computational properties of the hippocampus: a hierarchical representation of space, “forward sweeps” through future spatial trajectories, and context-driven remapping of place cells. We find that a hierarchical abstraction of space greatly reduces the computational load (mental effort) required for adaptation to changing environmental conditions, and allows efficient scaling to large problems. It also allows abstract knowledge gained at high levels to guide adaptation to new obstacles. Moreover, a context-driven remapping mechanism allows learning and memory of multiple tasks. Simulating dorsal or ventral hippocampal lesions in our computational framework qualitatively reproduces behavioral deficits observed in rodents with analogous lesions. The framework may thus embody key features of how the brain organizes model-based RL to efficiently solve navigation and other difficult tasks. PMID:28018203
FORBEEF: A Forage-Livestock System Computer Model Used as a Teaching Aid for Decision Making.
ERIC Educational Resources Information Center
Stringer, W. C.; And Others
1987-01-01
Describes the development of a computer simulation model of forage-beef production systems, which is intended to incorporate soil, forage, and animal decisions into an enterprise scenario. Produces a summary of forage production and livestock needs. Cites positive assessment of the program's value by participants in inservice training workshops.…
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…
Applications of Computer Graphics in Engineering
NASA Technical Reports Server (NTRS)
1975-01-01
Various applications of interactive computer graphics to the following areas of science and engineering were described: design and analysis of structures, configuration geometry, animation, flutter analysis, design and manufacturing, aircraft design and integration, wind tunnel data analysis, architecture and construction, flight simulation, hydrodynamics, curve and surface fitting, gas turbine engine design, analysis, and manufacturing, packaging of printed circuit boards, spacecraft design.
21 CFR 514.80 - Records and reports concerning experience with approved new animal drugs.
Code of Federal Regulations, 2014 CFR
2014-04-01
... and 2301? How can I get them? Can I use computer-generated equivalents? 514.80(d) Reporting forms. How... provided on the forms. Computer-generated equivalents of Form FDA 1932 or Form FDA 2301, approved by FDA... Medicine, Division of Surveillance (HFV-210), 7500 Standish Pl., Rockville, MD 20855-2764. (e) Records to...
21 CFR 514.80 - Records and reports concerning experience with approved new animal drugs.
Code of Federal Regulations, 2012 CFR
2012-04-01
... and 2301? How can I get them? Can I use computer-generated equivalents? 514.80(d) Reporting forms. How... provided on the forms. Computer-generated equivalents of Form FDA 1932 or Form FDA 2301, approved by FDA... Medicine, Division of Surveillance (HFV-210), 7500 Standish Pl., Rockville, MD 20855-2764. (e) Records to...
21 CFR 514.80 - Records and reports concerning experience with approved new animal drugs.
Code of Federal Regulations, 2013 CFR
2013-04-01
... and 2301? How can I get them? Can I use computer-generated equivalents? 514.80(d) Reporting forms. How... provided on the forms. Computer-generated equivalents of Form FDA 1932 or Form FDA 2301, approved by FDA... Medicine, Division of Surveillance (HFV-210), 7500 Standish Pl., Rockville, MD 20855-2764. (e) Records to...
21 CFR 514.80 - Records and reports concerning experience with approved new animal drugs.
Code of Federal Regulations, 2011 CFR
2011-04-01
... and 2301? How can I get them? Can I use computer-generated equivalents? 514.80(d) Reporting forms. How... provided on the forms. Computer-generated equivalents of Form FDA 1932 or Form FDA 2301, approved by FDA... Medicine, Division of Surveillance (HFV-210), 7500 Standish Pl., Rockville, MD 20855-2764. (e) Records to...
ERIC Educational Resources Information Center
Maza, Paul Sadiri
2010-01-01
In recent years, technological advances such as computers have been employed in teaching gross anatomy at all levels of education, even in professional schools such as medical and veterinary medical colleges. Benefits of computer based instructional tools for gross anatomy include the convenience of not having to physically view or dissect a…
21 CFR 514.80 - Records and reports concerning experience with approved new animal drugs.
Code of Federal Regulations, 2010 CFR
2010-04-01
... and 2301? How can I get them? Can I use computer-generated equivalents? 514.80(d) Reporting forms. How... provided on the forms. Computer-generated equivalents of Form FDA 1932 or Form FDA 2301, approved by FDA... Medicine, Division of Surveillance (HFV-210), 7500 Standish Pl., Rockville, MD 20855-2764. (e) Records to...
ERIC Educational Resources Information Center
Johnson, Amy M.; Ozogul, Gamze; DiDonato, Matt D.; Reisslein, Martin
2013-01-01
Computer-based multimedia presentations employing animated agents (avatars) can positively impact perceptions about engineering; the current research advances our understanding of this effect to pre-college populations, the main target for engineering outreach. The study examines the effectiveness of a brief computer-based intervention with…
Research and implementation of group animation based on normal cloud model
NASA Astrophysics Data System (ADS)
Li, Min; Wei, Bin; Peng, Bao
2011-12-01
Group Animation is a difficult technology problem which always has not been solved in computer Animation technology, All current methods have their limitations. This paper put forward a method: the Motion Coordinate and Motion Speed of true fish group was collected as sample data, reverse cloud generator was designed and run, expectation, entropy and super entropy are gotten. Which are quantitative value of qualitative concept. These parameters are used as basis, forward cloud generator was designed and run, Motion Coordinate and Motion Speed of two-dimensional fish group animation are produced, And two spirit state variable about fish group : the feeling of hunger, the feeling of fear are designed. Experiment is used to simulated the motion state of fish Group Animation which is affected by internal cause and external cause above, The experiment shows that the Group Animation which is designed by this method has strong Realistic.
A combined system for measuring animal motion activities.
Young, M S; Young, C W; Li, Y C
2000-01-31
In this study, we have developed a combined animal motion activity measurement system that combines an infrared light matrix subsystem with an ultrasonic phase shift subsystem for animal activity measurement. Accordingly, in conjunction with an IBM PC/AT compatible personal computer, the combined system has the advantages of both infrared and ultrasonic subsystems. That is, it can at once measure and directly analyze detailed changes in animal activity ranging from locomotion to tremor. The main advantages of this combined system are that it features real time data acquisition with the option of animated real time or recorded display/playback of the animal's motion. Additionally, under the multi-task operating condition of IBM PC, it can acquire and process behavior using both IR and ultrasound systems simultaneously. Traditional systems have had to make separate runs for gross and fine movement recording. This combined system can be profitably employed for normative behavioral activity studies and for neurological and pharmacological research.
Congenital lobar emphysema in a kitten.
Blonk, M; Van de Maele, I; Combes, A; Stablay, B; De Cock, H; Polis, I; Rybachuk, G; de Rooster, H
2017-11-01
A five-month-old ragdoll cat presented with severe respiratory signs, unresponsive to medical therapy. Hyperinflation of the right middle lung lobe was diagnosed with radiography and computed tomography. Lung lobectomy following a median sternotomy led to full recovery. Histopathological analysis revealed lobar emphysema and, based on the animal's age, congenital lobar emphysema was considered the most likely diagnosis. © 2017 British Small Animal Veterinary Association.
Simulating Scenes In Outer Space
NASA Technical Reports Server (NTRS)
Callahan, John D.
1989-01-01
Multimission Interactive Picture Planner, MIP, computer program for scientifically accurate and fast, three-dimensional animation of scenes in deep space. Versatile, reasonably comprehensive, and portable, and runs on microcomputers. New techniques developed to perform rapidly calculations and transformations necessary to animate scenes in scientifically accurate three-dimensional space. Written in FORTRAN 77 code. Primarily designed to handle Voyager, Galileo, and Space Telescope. Adapted to handle other missions.
ERIC Educational Resources Information Center
Carter, Elizabeth J.; Williams, Diane L.; Hodgins, Jessica K.; Lehman, Jill F.
2014-01-01
Few direct comparisons have been made between the responsiveness of children with autism to computer-generated or animated characters and their responsiveness to humans. Twelve 4-to 8-year-old children with autism interacted with a human therapist; a human-controlled, interactive avatar in a theme park; a human actor speaking like the avatar; and…
Mayer, Luciano; Gomes, Fernando Vacilotto; de Oliveira, Marília Gerhardt; de Moraes, João Feliz Duarte; Carlsson, Lennart
2016-12-01
The purpose of the present study is to evaluate the effects of low-level laser therapy on the osseointegration process by comparing resonance frequency analysis measurements performed at implant placement and after 30 days and micro-computed tomography images in irradiated vs nonirradiated rabbits. Fourteen male New Zealand rabbits were randomly divided into two groups of seven animals each, one control group (nonirradiated animals) and one experimental group that received low-level laser therapy (Thera Lase®, aluminum-gallium-arsenide laser diode, 10 J per spot, two spots per session, seven sessions, 830 nm, 50 mW, CW, Ø 0.0028 cm 2 ). The mandibular left incisor was surgically extracted in all animals, and one osseointegrated implant was placed immediately afterward (3.25ø × 11.5 mm; NanoTite, BIOMET 3i). Resonance frequency analysis was performed with the Osstell® device at implant placement and at 30 days (immediately before euthanasia). Micro-computed tomography analyses were then conducted using a high-resolution scanner (SkyScan 1172 X-ray Micro-CT) to evaluate the amount of newly formed bone around the implants. Irradiated animals showed significantly higher implant stability quotients at 30 days (64.286 ± 1.596; 95 % confidence interval (CI) 60.808-67.764) than controls (56.357 ± 1.596; 95 %CI 52.879-59.835) (P = .000). The percentage of newly formed bone around the implants was also significantly higher in irradiated animals (75.523 ± 8.510; 95 %CI 61.893-89.155) than in controls (55.012 ± 19.840; 95 %CI 41.380-68.643) (P = .027). Laser therapy, based on the irradiation protocol used in this study, was able to provide greater implant stability and increase the volume of peri-implant newly formed bone, indicating that laser irradiation effected an improvement in the osseointegration process.
Design of a specialized computer for on-line monitoring of cardiac stroke volume
NASA Technical Reports Server (NTRS)
Webb, J. A., Jr.; Gebben, V. D.
1972-01-01
The design of a specialized analog computer for on-line determination of cardiac stroke volume by means of a modified version of the pressure pulse contour method is presented. The design consists of an analog circuit for computation and a timing circuit for detecting necessary events on the pressure waveform. Readouts of arterial pressures, systolic duration, heart rate, percent change in stroke volume, and percent change in cardiac output are provided for monitoring cardiac patients. Laboratory results showed that computational accuracy was within 3 percent, while animal experiments verified the operational capability of the computer. Patient safety considerations are also discussed.
Coleman, M. Teresa; Maiello, Pauline; Tomko, Jaime; Frye, Lonnie James; Fillmore, Daniel; Janssen, Christopher; Klein, Edwin
2014-01-01
Cynomolgus macaques infected with low-dose Mycobacterium tuberculosis develop both active tuberculosis and latent infection similar to those of humans, providing an opportunity to study the clinically silent early events in infection. 18Fluorodeoxyglucose radiotracer with positron emission tomography coregistered with computed tomography (FDG PET/CT) provides a noninvasive method to measure disease progression. We sought to determine temporal patterns of granuloma evolution that distinguished active-disease and latent outcomes. Macaques (n = 10) were infected with low-dose M. tuberculosis with FDG PET/CT performed during infection. At 24 weeks postinfection, animals were classified as having active disease (n = 3) or latent infection (n = 6), with one “percolator” monkey. Imaging characteristics (e.g., lesion number, metabolic activity, size, mineralization, and distribution of lesions) were compared among active and latent groups. As early as 3 weeks postinfection, more pulmonary granulomas were observed in animals that would later develop active disease than in those that would develop latent infection. Over time, new lesions developed in active-disease animals but not in latent animals. Granulomas and mediastinal lymph nodes from active-disease but not latent animals consistently increased in metabolic activity at early time points. The presence of fewer lesions at 3 weeks and the lack of new lesion development in animals with latent infection suggest that innate and rapid adaptive responses are critical to preventing active tuberculosis. A greater emphasis on innate responses and/or rapid recruitment of adaptive responses, especially in the airway, should be emphasized in newer vaccine strategies. PMID:24664509
Multi-camera real-time three-dimensional tracking of multiple flying animals
Straw, Andrew D.; Branson, Kristin; Neumann, Titus R.; Dickinson, Michael H.
2011-01-01
Automated tracking of animal movement allows analyses that would not otherwise be possible by providing great quantities of data. The additional capability of tracking in real time—with minimal latency—opens up the experimental possibility of manipulating sensory feedback, thus allowing detailed explorations of the neural basis for control of behaviour. Here, we describe a system capable of tracking the three-dimensional position and body orientation of animals such as flies and birds. The system operates with less than 40 ms latency and can track multiple animals simultaneously. To achieve these results, a multi-target tracking algorithm was developed based on the extended Kalman filter and the nearest neighbour standard filter data association algorithm. In one implementation, an 11-camera system is capable of tracking three flies simultaneously at 60 frames per second using a gigabit network of nine standard Intel Pentium 4 and Core 2 Duo computers. This manuscript presents the rationale and details of the algorithms employed and shows three implementations of the system. An experiment was performed using the tracking system to measure the effect of visual contrast on the flight speed of Drosophila melanogaster. At low contrasts, speed is more variable and faster on average than at high contrasts. Thus, the system is already a useful tool to study the neurobiology and behaviour of freely flying animals. If combined with other techniques, such as ‘virtual reality’-type computer graphics or genetic manipulation, the tracking system would offer a powerful new way to investigate the biology of flying animals. PMID:20630879
Collective motion in animal groups
NASA Astrophysics Data System (ADS)
Couzin, Iain
2004-03-01
In recent years there has been a growing interest in the relationship between individual behavior and population-level properties in animal groups. One of the fundamental problems is related to spatial scale; how do interactions over a local range result in population properties at larger, averaged, scales, and how can we integrate the properties of aggregates over these scales? Many group-living animals exhibit complex, and coordinated, spatio-temporal patterns which despite their ubiquity and ecological importance are very poorly understood. This is largely due to the difficulties associated with quantifying the motion of, and interactions among, many animals simultaneously. It is on how these behaviors scale to collective behaviors that I will focus here. Using a combined empirical approach (using novel computer vision techniques) and individual-based computer models, I investigate pattern formation in both invertebrate and vertebrate systems, including - Collective memory and self-organized group structure in vertebrate groups (Couzin, I.D., Krause, J., James, R., Ruxton, G.D. & Franks, N.R. (2002) Journal of Theoretical Biology 218, 1-11. (2) Couzin, I.D. & Krause, J. (2003) Advances in the Study of Behavior 32, 1-75. (3) Hoare, D.J., Couzin, I.D. Godin, J.-G. & Krause, J. (2003) Animal Behaviour, in press.) - Self-organized lane formation and optimized traffic flow in army ants (Couzin, I.D. & Franks, N.R. (2003) Proceedings of the Royal Society of London, Series B 270, 139-146) - Leadership and information transfer in flocks, schools and swarms. - Why do hoppers hop? Hopping and the generation of long-range order in some of the largest animal groups in nature, locust hopper bands.
Corrias, A.; Jie, X.; Romero, L.; Bishop, M. J.; Bernabeu, M.; Pueyo, E.; Rodriguez, B.
2010-01-01
In this paper, we illustrate how advanced computational modelling and simulation can be used to investigate drug-induced effects on cardiac electrophysiology and on specific biomarkers of pro-arrhythmic risk. To do so, we first perform a thorough literature review of proposed arrhythmic risk biomarkers from the ionic to the electrocardiogram levels. The review highlights the variety of proposed biomarkers, the complexity of the mechanisms of drug-induced pro-arrhythmia and the existence of significant animal species differences in drug-induced effects on cardiac electrophysiology. Predicting drug-induced pro-arrhythmic risk solely using experiments is challenging both preclinically and clinically, as attested by the rise in the cost of releasing new compounds to the market. Computational modelling and simulation has significantly contributed to the understanding of cardiac electrophysiology and arrhythmias over the last 40 years. In the second part of this paper, we illustrate how state-of-the-art open source computational modelling and simulation tools can be used to simulate multi-scale effects of drug-induced ion channel block in ventricular electrophysiology at the cellular, tissue and whole ventricular levels for different animal species. We believe that the use of computational modelling and simulation in combination with experimental techniques could be a powerful tool for the assessment of drug safety pharmacology. PMID:20478918
Computer Animations as Astronomy Educational Tool: Immanuel Kant and the Island Universes Hypothesis
NASA Astrophysics Data System (ADS)
Mijic, M.; Park, D.; Zumaeta, J.; Simonian, V.; Levitin, S.; Sullivan, A.; Kang, E. Y. E.; Longson, T.
2008-11-01
Development of astronomy is based on well defined, watershed moments when an individual or a group of individuals make a discovery or a measurement that expand, and sometimes dramatically improve our knowledge of the Universe. The purpose of the Scientific Visualization project at Cal State Los Angeles is to bring these moments to life with the use of computer animations, the medium of the 21st century that appeals to the generations which grew up in Internet age. Our first story describes Immanuel Kant's remarkable the Island Universes hypothesis. Using elementary principles of then new Newtonian mechanics, Kant made bold and ultimately correct interpretation of the Milky Way and the objects that we now call galaxies.
Computer Animations as Astronomy Educational Tool: Immanuel Kant and The Island Universes Hypothesis
NASA Astrophysics Data System (ADS)
Mijic, Milan; Park, D.; Zumaeta, J.; Dong, H.; Simonian, V.; Levitin, S.; Sullivan, A.; Kang, E. Y. E.; Longson, T.; State LA SciVi Project, Cal
2008-05-01
Development of astronomy is based on well defined, watershed moments when an individual or a group of individuals make a discovery or a measurement that expand, and sometimes dramatically improve our knowledge of the Universe. The purpose of the Scientific Visualization project at Cal State LA is to bring these moments to life with the use of computer animations, the medium of the 21st century that appeals to the generations which grew up in Internet age. Our first story describes Immanuel Kant's remarkable the Island Universes hypothesis. Using elementary principles of then new Newtonian mechanics, Kant made bold and ultimately correct interpretation of the Milky Way and the objects that we now call galaxies
Computer-generated imagery for 4-D meteorological data
NASA Technical Reports Server (NTRS)
Hibbard, William L.
1986-01-01
The University of Wisconsin-Madison Space Science and Engineering Center is developing animated stereo display terminals for use with McIDAS (Man-computer Interactive Data Access System). This paper describes image-generation techniques which have been developed to take maximum advantage of these terminals, integrating large quantities of four-dimensional meteorological data from balloon and satellite soundings, satellite images, Doppler and volumetric radar, and conventional surface observations. The images have been designed to use perspective, shading, hidden-surface removal, and transparency to augment the animation and stereo-display geometry. They create an illusion of a moving three-dimensional model of the atmosphere. This paper describes the design of these images and a number of rules of thumb for generating four-dimensional meteorological displays.
Quick, Accurate, Smart: 3D Computer Vision Technology Helps Assessing Confined Animals' Behaviour.
Barnard, Shanis; Calderara, Simone; Pistocchi, Simone; Cucchiara, Rita; Podaliri-Vulpiani, Michele; Messori, Stefano; Ferri, Nicola
2016-01-01
Mankind directly controls the environment and lifestyles of several domestic species for purposes ranging from production and research to conservation and companionship. These environments and lifestyles may not offer these animals the best quality of life. Behaviour is a direct reflection of how the animal is coping with its environment. Behavioural indicators are thus among the preferred parameters to assess welfare. However, behavioural recording (usually from video) can be very time consuming and the accuracy and reliability of the output rely on the experience and background of the observers. The outburst of new video technology and computer image processing gives the basis for promising solutions. In this pilot study, we present a new prototype software able to automatically infer the behaviour of dogs housed in kennels from 3D visual data and through structured machine learning frameworks. Depth information acquired through 3D features, body part detection and training are the key elements that allow the machine to recognise postures, trajectories inside the kennel and patterns of movement that can be later labelled at convenience. The main innovation of the software is its ability to automatically cluster frequently observed temporal patterns of movement without any pre-set ethogram. Conversely, when common patterns are defined through training, a deviation from normal behaviour in time or between individuals could be assessed. The software accuracy in correctly detecting the dogs' behaviour was checked through a validation process. An automatic behaviour recognition system, independent from human subjectivity, could add scientific knowledge on animals' quality of life in confinement as well as saving time and resources. This 3D framework was designed to be invariant to the dog's shape and size and could be extended to farm, laboratory and zoo quadrupeds in artificial housing. The computer vision technique applied to this software is innovative in non-human animal behaviour science. Further improvements and validation are needed, and future applications and limitations are discussed.
Animation, audio, and spatial ability: Optimizing multimedia for scientific explanations
NASA Astrophysics Data System (ADS)
Koroghlanian, Carol May
This study investigated the effects of audio, animation and spatial ability in a computer based instructional program for biology. The program presented instructional material via text or audio with lean text and included eight instructional sequences presented either via static illustrations or animations. High school students enrolled in a biology course were blocked by spatial ability and randomly assigned to one of four treatments (Text-Static Illustration Audio-Static Illustration, Text-Animation, Audio-Animation). The study examined the effects of instructional mode (Text vs. Audio), illustration mode (Static Illustration vs. Animation) and spatial ability (Low vs. High) on practice and posttest achievement, attitude and time. Results for practice achievement indicated that high spatial ability participants achieved more than low spatial ability participants. Similar results for posttest achievement and spatial ability were not found. Participants in the Static Illustration treatments achieved the same as participants in the Animation treatments on both the practice and posttest. Likewise, participants in the Text treatments achieved the same as participants in the Audio treatments on both the practice and posttest. In terms of attitude, participants responded favorably to the computer based instructional program. They found the program interesting, felt the static illustrations or animations made the explanations easier to understand and concentrated on learning the material. Furthermore, participants in the Animation treatments felt the information was easier to understand than participants in the Static Illustration treatments. However, no difference for any attitude item was found for participants in the Text as compared to those in the Audio treatments. Significant differences were found by Spatial Ability for three attitude items concerning concentration and interest. In all three items, the low spatial ability participants responded more positively than high spatial ability participants. In addition, low spatial ability participants reported greater mental effort than high spatial ability participants. Findings for time-in-program and time-in-instruction indicated that participants in the Animation treatments took significantly more time than participants in the Static Illustration treatments. No time differences of any type were found for participants in the Text versus Audio treatments. Implications for the design of multimedia instruction and topics for future research are included in the discussion.
A Primer on High-Throughput Computing for Genomic Selection
Wu, Xiao-Lin; Beissinger, Timothy M.; Bauck, Stewart; Woodward, Brent; Rosa, Guilherme J. M.; Weigel, Kent A.; Gatti, Natalia de Leon; Gianola, Daniel
2011-01-01
High-throughput computing (HTC) uses computer clusters to solve advanced computational problems, with the goal of accomplishing high-throughput over relatively long periods of time. In genomic selection, for example, a set of markers covering the entire genome is used to train a model based on known data, and the resulting model is used to predict the genetic merit of selection candidates. Sophisticated models are very computationally demanding and, with several traits to be evaluated sequentially, computing time is long, and output is low. In this paper, we present scenarios and basic principles of how HTC can be used in genomic selection, implemented using various techniques from simple batch processing to pipelining in distributed computer clusters. Various scripting languages, such as shell scripting, Perl, and R, are also very useful to devise pipelines. By pipelining, we can reduce total computing time and consequently increase throughput. In comparison to the traditional data processing pipeline residing on the central processors, performing general-purpose computation on a graphics processing unit provide a new-generation approach to massive parallel computing in genomic selection. While the concept of HTC may still be new to many researchers in animal breeding, plant breeding, and genetics, HTC infrastructures have already been built in many institutions, such as the University of Wisconsin–Madison, which can be leveraged for genomic selection, in terms of central processing unit capacity, network connectivity, storage availability, and middleware connectivity. Exploring existing HTC infrastructures as well as general-purpose computing environments will further expand our capability to meet increasing computing demands posed by unprecedented genomic data that we have today. We anticipate that HTC will impact genomic selection via better statistical models, faster solutions, and more competitive products (e.g., from design of marker panels to realized genetic gain). Eventually, HTC may change our view of data analysis as well as decision-making in the post-genomic era of selection programs in animals and plants, or in the study of complex diseases in humans. PMID:22303303
... Allowing use of a service animal Allowing extra time for activities of daily living (ADL) Fine Motor Impairment: Modifying workstation design Using alternative computer input devices/software Using telephone ...
Conn, Paul B.; Johnson, Devin S.; Ver Hoef, Jay M.; Hooten, Mevin B.; London, Joshua M.; Boveng, Peter L.
2015-01-01
Ecologists often fit models to survey data to estimate and explain variation in animal abundance. Such models typically require that animal density remains constant across the landscape where sampling is being conducted, a potentially problematic assumption for animals inhabiting dynamic landscapes or otherwise exhibiting considerable spatiotemporal variation in density. We review several concepts from the burgeoning literature on spatiotemporal statistical models, including the nature of the temporal structure (i.e., descriptive or dynamical) and strategies for dimension reduction to promote computational tractability. We also review several features as they specifically relate to abundance estimation, including boundary conditions, population closure, choice of link function, and extrapolation of predicted relationships to unsampled areas. We then compare a suite of novel and existing spatiotemporal hierarchical models for animal count data that permit animal density to vary over space and time, including formulations motivated by resource selection and allowing for closed populations. We gauge the relative performance (bias, precision, computational demands) of alternative spatiotemporal models when confronted with simulated and real data sets from dynamic animal populations. For the latter, we analyze spotted seal (Phoca largha) counts from an aerial survey of the Bering Sea where the quantity and quality of suitable habitat (sea ice) changed dramatically while surveys were being conducted. Simulation analyses suggested that multiple types of spatiotemporal models provide reasonable inference (low positive bias, high precision) about animal abundance, but have potential for overestimating precision. Analysis of spotted seal data indicated that several model formulations, including those based on a log-Gaussian Cox process, had a tendency to overestimate abundance. By contrast, a model that included a population closure assumption and a scale prior on total abundance produced estimates that largely conformed to our a priori expectation. Although care must be taken to tailor models to match the study population and survey data available, we argue that hierarchical spatiotemporal statistical models represent a powerful way forward for estimating abundance and explaining variation in the distribution of dynamical populations.
A 3D visualization and simulation of the individual human jaw.
Muftić, Osman; Keros, Jadranka; Baksa, Sarajko; Carek, Vlado; Matković, Ivo
2003-01-01
A new biomechanical three-dimensional (3D) model for the human mandible based on computer-generated virtual model is proposed. Using maps obtained from the special kinds of photos of the face of the real subject, it is possible to attribute personality to the virtual character, while computer animation offers movements and characteristics within the confines of space and time of the virtual world. A simple two-dimensional model of the jaw cannot explain the biomechanics, where the muscular forces through occlusion and condylar surfaces are in the state of 3D equilibrium. In the model all forces are resolved into components according to a selected coordinate system. The muscular forces act on the jaw, along with the necessary force level for chewing as some kind of mandible balance, preventing dislocation and loading of nonarticular tissues. In the work is used new approach to computer-generated animation of virtual 3D characters (called "Body SABA"), using in one object package of minimal costs and easy for operation.
Energy and time determine scaling in biological and computer designs
Bezerra, George; Edwards, Benjamin; Brown, James; Forrest, Stephanie
2016-01-01
Metabolic rate in animals and power consumption in computers are analogous quantities that scale similarly with size. We analyse vascular systems of mammals and on-chip networks of microprocessors, where natural selection and human engineering, respectively, have produced systems that minimize both energy dissipation and delivery times. Using a simple network model that simultaneously minimizes energy and time, our analysis explains empirically observed trends in the scaling of metabolic rate in mammals and power consumption and performance in microprocessors across several orders of magnitude in size. Just as the evolutionary transitions from unicellular to multicellular animals in biology are associated with shifts in metabolic scaling, our model suggests that the scaling of power and performance will change as computer designs transition to decentralized multi-core and distributed cyber-physical systems. More generally, a single energy–time minimization principle may govern the design of many complex systems that process energy, materials and information. This article is part of the themed issue ‘The major synthetic evolutionary transitions’. PMID:27431524
Scattered Dose Calculations and Measurements in a Life-Like Mouse Phantom
Welch, David; Turner, Leah; Speiser, Michael; Randers-Pehrson, Gerhard; Brenner, David J.
2017-01-01
Anatomically accurate phantoms are useful tools for radiation dosimetry studies. In this work, we demonstrate the construction of a new generation of life-like mouse phantoms in which the methods have been generalized to be applicable to the fabrication of any small animal. The mouse phantoms, with built-in density inhomogeneity, exhibit different scattering behavior dependent on where the radiation is delivered. Computer models of the mouse phantoms and a small animal irradiation platform were devised in Monte Carlo N-Particle code (MCNP). A baseline test replicating the irradiation system in a computational model shows minimal differences from experimental results from 50 Gy down to 0.1 Gy. We observe excellent agreement between scattered dose measurements and simulation results from X-ray irradiations focused at either the lung or the abdomen within our phantoms. This study demonstrates the utility of our mouse phantoms as measurement tools with the goal of using our phantoms to verify complex computational models. PMID:28140787
Energy and time determine scaling in biological and computer designs.
Moses, Melanie; Bezerra, George; Edwards, Benjamin; Brown, James; Forrest, Stephanie
2016-08-19
Metabolic rate in animals and power consumption in computers are analogous quantities that scale similarly with size. We analyse vascular systems of mammals and on-chip networks of microprocessors, where natural selection and human engineering, respectively, have produced systems that minimize both energy dissipation and delivery times. Using a simple network model that simultaneously minimizes energy and time, our analysis explains empirically observed trends in the scaling of metabolic rate in mammals and power consumption and performance in microprocessors across several orders of magnitude in size. Just as the evolutionary transitions from unicellular to multicellular animals in biology are associated with shifts in metabolic scaling, our model suggests that the scaling of power and performance will change as computer designs transition to decentralized multi-core and distributed cyber-physical systems. More generally, a single energy-time minimization principle may govern the design of many complex systems that process energy, materials and information.This article is part of the themed issue 'The major synthetic evolutionary transitions'. © 2016 The Author(s).
Computation in Classical Mechanics with Easy Java Simulations (EJS)
NASA Astrophysics Data System (ADS)
Cox, Anne J.
2006-12-01
Let your students enjoy creating animations and incorporating some computational physics into your Classical Mechanics course. This talk will demonstrate the use of an Open Source Physics package, Easy Java Simulations (EJS), in an already existing sophomore/junior level Classical Mechanics course. EJS allows for incremental introduction of computational physics into existing courses because it is easy to use (for instructors and students alike) and it is open source. Students can use this tool for numerical solutions to problems (as they can with commercial systems: Mathcad and Mathematica), but they can also generate their own animations. For example, students in Classical Mechanics use Lagrangian mechanics to solve a problem, and then use EJS not only to numerically solve the differential equations, but to show the associated motion (and check their answers). EJS, developed by Francisco Esquembre (http://fem.um.es/Ejs/), is built on the OpenSource Physics framework (http://www.opensourcephysics.org/) supported through NSF DUE0442581.
'Towers in the Tempest' Computer Animation Submission
NASA Technical Reports Server (NTRS)
Shirah, Greg
2008-01-01
The following describes a computer animation that has been submitted to the ACM/SIGGRAPH 2008 computer graphics conference: 'Towers in the Tempest' clearly communicates recent scientific research into how hurricanes intensify. This intensification can be caused by a phenomenon called a 'hot tower.' For the first time, research meteorologists have run complex atmospheric simulations at a very fine temporal resolution of 3 minutes. Combining this simulation data with satellite observations enables detailed study of 'hot towers.' The science of 'hot towers' is described using: satellite observation data, conceptual illustrations, and a volumetric atmospheric simulation data. The movie starts by showing a 'hot tower' observed by NASA's Tropical Rainfall Measuring Mission (TRMM) spacecraft's three dimensional precipitation radar data of Hurricane Bonnie. Next, the dynamics of a hurricane and the formation of 'hot towers' are briefly explained using conceptual illustrations. Finally, volumetric cloud, wind, and vorticity data from a supercomputer simulation of Hurricane Bonnie are shown using volume techniques such as ray marching.
NASA Astrophysics Data System (ADS)
Al-Shammari, Abdulrahman G. Alhamzani
2008-10-01
Two approaches to enhance the understanding of organic reaction mechanisms are described. First, a new method for teaching organic reaction mechanisms that can be used in a Computer-Assisted Instruction (CAI) environment is proposed and tested (Chapter 1). The method concentrates upon the important intermediate structures, which are assumed to be on the reaction coordinate, and which can be evaluated and graded by currently available computer techniques. At the same time, the "curved arrows" that show the electron flow in a reaction mechanism are neglected, since they cannot be evaluated and graded with currently available computer techniques. By allowing student practice for learning organic reaction mechanisms using the Curved Arrow Neglect (CAN) method within a "Practice Makes Perfect" CAI method, student performance in the drawing of traditional reaction mechanisms, in which students had to include the "curved arrows" on their written classroom exams, was significantly enhanced. Second, computerized prelaboratory experiments (CPLEX) for organic chemistry laboratory 1 & 2 courses have been created, used, and evaluated (Chapters 2 and 3). These computerized prelabs are unique because they combine both "dry lab" actions with detailed animations of the actual chemistry occurring at the molecular level. The "dry lab" serves to simulate the actual physical manipulations of equipment and chemicals that occur in the laboratory experiment through the use of drag-and-drop computer technology. At the same time, these physical actions are accompanied on a separate part of the computer screen by animations showing the chemistry at the molecular level that is occurring in the experiment. These CPLEX modules were made into Internet accessible modules. The students were allowed to access the CPLEX modules prior to performing the actual laboratory experiment. A detailed evaluation of students' perception of the modules was accomplished via survey methodology during the entire implementation process over the course of three semesters. Results of the survey data indicate that students thought that they better understood the chemical principles and procedures of the laboratory experiment. Interestingly, students prefer the CPLEX prelaboratory materials, compared to the traditional textbooks, by a wide margin (Chapter 2). The utility of CPLEX was further demonstrated by enabling a study of the effectiveness of animated reaction mechanisms to promote student learning. While most instructors believe that animated mechanisms aid student understanding of reactions, there has been no quantitative data to-date to support this view. In this work, a quantitative study, using an experimental/control group study, was conducted to provide data on the effectiveness of animated reaction mechanisms to promote student learning. Analysis of student answers, using an appropriate rubric, demonstrated that there was a statistically significant improvement in students' scores in the mechanistic question of a pre-laboratory quiz in the post-treatment results of the experimental group which had had access to the animated reaction mechanisms (Chapter 3).
Animal use in pharmacology education and research: The changing scenario
Badyal, Dinesh K.; Desai, Chetna
2014-01-01
The use of animals in research and education dates back to the period when humans started to look for ways to prevent and cure ailments. Most of present day's drug discoveries were possible because of the use of animals in research. The dilemma to continue animal experiments in education and research continues with varied and confusing guidelines. However, the animal use and their handling vary in each laboratory and educational institution. It has been reported that the animals are being subjected to painful procedures in education and training unnecessarily. The extensive use of animals in toxicity studies and testing dermatological preparations has raised concerns about the ways animals are sacrificed for these “irrelevant experiments”. On the other side of the coin are scientists who advocate the relevant and judicious use of animals in research so that new discoveries can continue. In this review, we discuss the evolution of the use of animals in education and research and how these have been affected in recent times owing to concerns from animal lovers and government regulations. A number of computer simulation and other models have been recommended for use as alternatives to use of animals for pharmacology education. In this review we also discuss some of these alternatives. PMID:24987170
Animal use in pharmacology education and research: the changing scenario.
Badyal, Dinesh K; Desai, Chetna
2014-01-01
The use of animals in research and education dates back to the period when humans started to look for ways to prevent and cure ailments. Most of present day's drug discoveries were possible because of the use of animals in research. The dilemma to continue animal experiments in education and research continues with varied and confusing guidelines. However, the animal use and their handling vary in each laboratory and educational institution. It has been reported that the animals are being subjected to painful procedures in education and training unnecessarily. The extensive use of animals in toxicity studies and testing dermatological preparations has raised concerns about the ways animals are sacrificed for these "irrelevant experiments". On the other side of the coin are scientists who advocate the relevant and judicious use of animals in research so that new discoveries can continue. In this review, we discuss the evolution of the use of animals in education and research and how these have been affected in recent times owing to concerns from animal lovers and government regulations. A number of computer simulation and other models have been recommended for use as alternatives to use of animals for pharmacology education. In this review we also discuss some of these alternatives.
NASA Technical Reports Server (NTRS)
So, Kenneth T.; Hall, John B., Jr.; Thompson, Clifford D.
1987-01-01
NASA's Langley and Goddard facilities have evaluated the effects of animal science experiments on the Space Station's Environmental Control and Life Support System (ECLSS) by means of computer-aided analysis, assuming an animal colony consisting of 96 rodents and eight squirrel monkeys. Thirteen ECLSS options were established for the reclamation of metabolic oxygen and waste water. Minimum cost and weight impacts on the ECLSS are found to accrue to the system's operation in off-nominal mode, using electrochemical CO2 removal and a static feed electrolyzer for O2 generation.
ERIC Educational Resources Information Center
Rusli, Muhammad; Negara, I. Komang Rinartha Yasa
2017-01-01
The effectiveness of a learning depends on four main elements, they are content, desired learning outcome, instructional method and the delivery media. The integration of those four elements can be manifested into a learning module which is called multimedia learning or learning by using multimedia. In learning context by using computer-based…
ERIC Educational Resources Information Center
Houghton, Stephen; Milner, Nikki; West, John; Douglas, Graham; Lawrence, Vivienne; Whiting, Ken; Tannock, Rosemary; Durkin, Kevin
2004-01-01
The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined…
Arc Habitat Suitability Index computer software
Thomas M. Juntti; Mark A. Rumble
2006-01-01
This user manual describes the Arc Habitat Suitability Index (ArcHSI), which is a geographical information system (GIS) model that estimates the ability of an area to meet the food and cover requirements of an animal species. The components and parameters of the model occur in tables and can be easily edited or otherwise modified. ArcHSI runs on personal computers with...
ERIC Educational Resources Information Center
Rolka, Christine; Remshagen, Anja
2015-01-01
Contextualized learning is considered beneficial for student success. In this article, we assess the impact of context-based learning tools on student grade performance in an introductory computer science course. In particular, we investigate two central questions: (1) does the use context-based learning tools, robots and animations, affect…
ERIC Educational Resources Information Center
Tsai, Yueh-Feng; Kaufman, David
2014-01-01
Previous research by Tsai and Kaufman (2010a, 2010b) has suggested that computer-simulated virtual pet dogs can be used as a potential medium to enhance children's development of empathy and humane attitudes toward animals. To gain a deeper understanding of how and why interacting with a virtual pet dog might influence children's social and…
Cheluvappa, Rajkumar; Scowen, Paul; Eri, Rajaraman
2017-08-01
Animals have been used in research and teaching for a long time. However, clear ethical guidelines and pertinent legislation were instated only in the past few decades, even in developed countries with Judeo-Christian ethical roots. We compactly cover the basics of animal research ethics, ethical reviewing and compliance guidelines for animal experimentation across the developed world, "our" fundamentals of institutional animal research ethics teaching, and emerging alternatives to animal research. This treatise was meticulously constructed for scientists interested/involved in animal research. Herein, we discuss key animal ethics principles - Replacement/Reduction/Refinement. Despite similar undergirding principles across developed countries, ethical reviewing and compliance guidelines for animal experimentation vary. The chronology and evolution of mandatory institutional ethical reviewing of animal experimentation (in its pioneering nations) are summarised. This is followed by a concise rendition of the fundamentals of teaching animal research ethics in institutions. With the advent of newer methodologies in human cell-culturing, novel/emerging methods aim to minimise, if not avoid the usage of animals in experimentation. Relevant to this, we discuss key extant/emerging alternatives to animal use in research; including organs on chips, human-derived three-dimensional tissue models, human blood derivates, microdosing, and computer modelling of various hues. © 2017 The Authors. Pharmacology Research & Perspectives published by John Wiley & Sons Ltd, British Pharmacological Society and American Society for Pharmacology and Experimental Therapeutics.
Aguilar, I; Misztal, I; Legarra, A; Tsuruta, S
2011-12-01
Genomic evaluations can be calculated using a unified procedure that combines phenotypic, pedigree and genomic information. Implementation of such a procedure requires the inverse of the relationship matrix based on pedigree and genomic relationships. The objective of this study was to investigate efficient computing options to create relationship matrices based on genomic markers and pedigree information as well as their inverses. SNP maker information was simulated for a panel of 40 K SNPs, with the number of genotyped animals up to 30 000. Matrix multiplication in the computation of the genomic relationship was by a simple 'do' loop, by two optimized versions of the loop, and by a specific matrix multiplication subroutine. Inversion was by a generalized inverse algorithm and by a LAPACK subroutine. With the most efficient choices and parallel processing, creation of matrices for 30 000 animals would take a few hours. Matrices required to implement a unified approach can be computed efficiently. Optimizations can be either by modifications of existing code or by the use of efficient automatic optimizations provided by open source or third-party libraries. © 2011 Blackwell Verlag GmbH.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Kumar, Jitendra; HargroveJr., William Walter; Norman, Steven P
Vegetation canopy structure is a critically important habit characteristic for many threatened and endangered birds and other animal species, and it is key information needed by forest and wildlife managers for monitoring and managing forest resources, conservation planning and fostering biodiversity. Advances in Light Detection and Ranging (LiDAR) technologies have enabled remote sensing-based studies of vegetation canopies by capturing three-dimensional structures, yielding information not available in two-dimensional images of the landscape pro- vided by traditional multi-spectral remote sensing platforms. However, the large volume data sets produced by airborne LiDAR instruments pose a significant computational challenge, requiring algorithms to identify andmore » analyze patterns of interest buried within LiDAR point clouds in a computationally efficient manner, utilizing state-of-art computing infrastructure. We developed and applied a computationally efficient approach to analyze a large volume of LiDAR data and to characterize and map the vegetation canopy structures for 139,859 hectares (540 sq. miles) in the Great Smoky Mountains National Park. This study helps improve our understanding of the distribution of vegetation and animal habitats in this extremely diverse ecosystem.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Munro, J.K. Jr.
1980-05-01
The advent of large, fast computers has opened the way to modeling more complex physical processes and to handling very large quantities of experimental data. The amount of information that can be processed in a short period of time is so great that use of graphical displays assumes greater importance as a means of displaying this information. Information from dynamical processes can be displayed conveniently by use of animated graphics. This guide presents the basic techniques for generating black and white animated graphics, with consideration of aesthetic, mechanical, and computational problems. The guide is intended for use by someone whomore » wants to make movies on the National Magnetic Fusion Energy Computing Center (NMFECC) CDC-7600. Problems encountered by a geographically remote user are given particular attention. Detailed information is given that will allow a remote user to do some file checking and diagnosis before giving graphics files to the system for processing into film in order to spot problems without having to wait for film to be delivered. Source listings of some useful software are given in appendices along with descriptions of how to use it. 3 figures, 5 tables.« less
Report on Distance Learning Technologies.
1995-09-01
26 cities. The CSX system includes full-motion video, animations , audio, and interactive examples and testing to teach the use of a new computer...video. The change to all-digital media now permits the use of full-motion video, animation , and audio on networks. It is possible to have independent...is possible to download entire multimedia presentations from the network. To date there is not a great deal known about teaching courses using the
Computer Graphics Animation for Objective Self-Evaluation.
Usui, Yoko; Sato, Katsumi; Watabe, Shinichi
2017-01-01
The increased number of students enrolling in dance classes in Japan has resulted in a shortage of qualified instructors, leaving classes to be taught by instructors who are not trained in dance. The authors developed a system specifically designed to help nonqualified dance instructors teach dance using motion capture and animation. The goal is to allow dancers to easily self-evaluate their own performances by comparing it to a standard example.
ERIC Educational Resources Information Center
Karacop, Ataman; Doymus, Kemal
2013-01-01
The aim of this study was to determine the effect of jigsaw cooperative learning and computer animation techniques on academic achievements of first year university students attending classes in which the unit of chemical bonding is taught within the general chemistry course and these students' learning of the particulate nature of matter of this…
Modeling Behavior and Variation for Crowd Animation
2009-08-01
Understanding Motion Capture for Computer Animation and Video Games . Morgan Kaufmann Publishers Inc., 1999. ISBN 0124906303. 2.2 [69] Mark Mizuguchi, John...simulation of crowds of virtual characters is needed for applications such as films, games , and virtual reality environments. These simulations are...Discussion and Future Work 95 Bibliography 99 viii List of Figures 1.1 Films and games are applications that motivate our work. Left: A scene from
Spectral discrimination in color blind animals via chromatic aberration and pupil shape.
Stubbs, Alexander L; Stubbs, Christopher W
2016-07-19
We present a mechanism by which organisms with only a single photoreceptor, which have a monochromatic view of the world, can achieve color discrimination. An off-axis pupil and the principle of chromatic aberration (where different wavelengths come to focus at different distances behind a lens) can combine to provide "color-blind" animals with a way to distinguish colors. As a specific example, we constructed a computer model of the visual system of cephalopods (octopus, squid, and cuttlefish) that have a single unfiltered photoreceptor type. We compute a quantitative image quality budget for this visual system and show how chromatic blurring dominates the visual acuity in these animals in shallow water. We quantitatively show, through numerical simulations, how chromatic aberration can be exploited to obtain spectral information, especially through nonaxial pupils that are characteristic of coleoid cephalopods. We have also assessed the inherent ambiguity between range and color that is a consequence of the chromatic variation of best focus with wavelength. This proposed mechanism is consistent with the extensive suite of visual/behavioral and physiological data that has been obtained from cephalopod studies and offers a possible solution to the apparent paradox of vivid chromatic behaviors in color blind animals. Moreover, this proposed mechanism has potential applicability in organisms with limited photoreceptor complements, such as spiders and dolphins.
NASA Astrophysics Data System (ADS)
Hossen, Jakir; Jacobs, Eddie L.; Chari, Srikant
2014-03-01
In this paper, we propose a real-time human versus animal classification technique using a pyro-electric sensor array and Hidden Markov Model. The technique starts with the variational energy functional level set segmentation technique to separate the object from background. After segmentation, we convert the segmented object to a signal by considering column-wise pixel values and then finding the wavelet coefficients of the signal. HMMs are trained to statistically model the wavelet features of individuals through an expectation-maximization learning process. Human versus animal classifications are made by evaluating a set of new wavelet feature data against the trained HMMs using the maximum-likelihood criterion. Human and animal data acquired-using a pyro-electric sensor in different terrains are used for performance evaluation of the algorithms. Failures of the computationally effective SURF feature based approach that we develop in our previous research are because of distorted images produced when the object runs very fast or if the temperature difference between target and background is not sufficient to accurately profile the object. We show that wavelet based HMMs work well for handling some of the distorted profiles in the data set. Further, HMM achieves improved classification rate over the SURF algorithm with almost the same computational time.
NASA Astrophysics Data System (ADS)
Ismail M., E.; Mahazir I., Irwan; Othman, H.; Amiruddin M., H.; Ariffin, A.
2017-05-01
The rapid development of information technology today has given a new breath toward usage of computer in education. One of the increasingly popular nowadays is a multimedia technology that merges a variety of media such as text, graphics, animation, video and audio controlled by a computer. With this technology, a wide range of multimedia element can be developed to improve the quality of education. For that reason, this study aims to investigate the use of multimedia element based on animated video that was developed for Engineering Drawing subject according to the syllabus of Vocational College of Malaysia. The design for this study was a survey method using a quantitative approach and involved 30 respondents from Industrial Machining students. The instruments used in study is questionnaire with correlation coefficient value (0.83), calculated on Alpha-Cronbach. Data was collected and analyzed descriptive analyzed using SPSS. The study found that multimedia element for animation video was use significant have capable to increase imagination and visualization of student. The implications of this study provide information of use of multimedia element will student effect imagination and visualization. In general, these findings contribute to the formation of multimedia element of materials appropriate to enhance the quality of learning material for engineering drawing.
Scholz, A M; Bünger, L; Kongsro, J; Baulain, U; Mitchell, A D
2015-07-01
The ability to accurately measure body or carcass composition is important for performance testing, grading and finally selection or payment of meat-producing animals. Advances especially in non-invasive techniques are mainly based on the development of electronic and computer-driven methods in order to provide objective phenotypic data. The preference for a specific technique depends on the target animal species or carcass, combined with technical and practical aspects such as accuracy, reliability, cost, portability, speed, ease of use, safety and for in vivo measurements the need for fixation or sedation. The techniques rely on specific device-driven signals, which interact with tissues in the body or carcass at the atomic or molecular level, resulting in secondary or attenuated signals detected by the instruments and analyzed quantitatively. The electromagnetic signal produced by the instrument may originate from mechanical energy such as sound waves (ultrasound - US), 'photon' radiation (X-ray-computed tomography - CT, dual-energy X-ray absorptiometry - DXA) or radio frequency waves (magnetic resonance imaging - MRI). The signals detected by the corresponding instruments are processed to measure, for example, tissue depths, areas, volumes or distributions of fat, muscle (water, protein) and partly bone or bone mineral. Among the above techniques, CT is the most accurate one followed by MRI and DXA, whereas US can be used for all sizes of farm animal species even under field conditions. CT, MRI and US can provide volume data, whereas only DXA delivers immediate whole-body composition results without (2D) image manipulation. A combination of simple US and more expensive CT, MRI or DXA might be applied for farm animal selection programs in a stepwise approach.
Confidence Sharing: An Economic Strategy for Efficient Information Flows in Animal Groups
Korman, Amos; Greenwald, Efrat; Feinerman, Ofer
2014-01-01
Social animals may share information to obtain a more complete and accurate picture of their surroundings. However, physical constraints on communication limit the flow of information between interacting individuals in a way that can cause an accumulation of errors and deteriorated collective behaviors. Here, we theoretically study a general model of information sharing within animal groups. We take an algorithmic perspective to identify efficient communication schemes that are, nevertheless, economic in terms of communication, memory and individual internal computation. We present a simple and natural algorithm in which each agent compresses all information it has gathered into a single parameter that represents its confidence in its behavior. Confidence is communicated between agents by means of active signaling. We motivate this model by novel and existing empirical evidences for confidence sharing in animal groups. We rigorously show that this algorithm competes extremely well with the best possible algorithm that operates without any computational constraints. We also show that this algorithm is minimal, in the sense that further reduction in communication may significantly reduce performances. Our proofs rely on the Cramér-Rao bound and on our definition of a Fisher Channel Capacity. We use these concepts to quantify information flows within the group which are then used to obtain lower bounds on collective performance. The abstract nature of our model makes it rigorously solvable and its conclusions highly general. Indeed, our results suggest confidence sharing as a central notion in the context of animal communication. PMID:25275649
Confidence sharing: an economic strategy for efficient information flows in animal groups.
Korman, Amos; Greenwald, Efrat; Feinerman, Ofer
2014-10-01
Social animals may share information to obtain a more complete and accurate picture of their surroundings. However, physical constraints on communication limit the flow of information between interacting individuals in a way that can cause an accumulation of errors and deteriorated collective behaviors. Here, we theoretically study a general model of information sharing within animal groups. We take an algorithmic perspective to identify efficient communication schemes that are, nevertheless, economic in terms of communication, memory and individual internal computation. We present a simple and natural algorithm in which each agent compresses all information it has gathered into a single parameter that represents its confidence in its behavior. Confidence is communicated between agents by means of active signaling. We motivate this model by novel and existing empirical evidences for confidence sharing in animal groups. We rigorously show that this algorithm competes extremely well with the best possible algorithm that operates without any computational constraints. We also show that this algorithm is minimal, in the sense that further reduction in communication may significantly reduce performances. Our proofs rely on the Cramér-Rao bound and on our definition of a Fisher Channel Capacity. We use these concepts to quantify information flows within the group which are then used to obtain lower bounds on collective performance. The abstract nature of our model makes it rigorously solvable and its conclusions highly general. Indeed, our results suggest confidence sharing as a central notion in the context of animal communication.
Kaisarevic, Sonja N; Andric, Silvana A; Kostic, Tatjana S
2017-09-01
In response to the Bologna Declaration and contemporary trends in Animal Physiology education, the Animal Physiology course at the Faculty of Sciences, University of Novi Sad, Serbia, has evolved over a 12-yr period (2001-2012): from a classical two-semester course toward a one-semester course utilizing computer simulations of animal experiments, continual assessment, lectures, and an optional oral exam. This paper presents an overview of student achievement, the impact of reforms on learning outcomes, and lessons that we as educators learned during this process. The reforms had a positive impact on the percentage of students who completed the course within the same academic year. In addition, the percentage of students who completed the practical exam increased from 54% to >95% following the transition to a Bologna-based approach. However, average final grades declined from 8.0 to 6.8 over the same period. Students also appear reluctant to take the optional oral exam, and 82-91% of students were satisfied with the lower final grade obtained from only assessments and tests administered during the semester. In our endeavor to achieve learning outcomes set during the pre-Bologna period, while adopting contemporary teaching approaches, we sought to increase students' motivation to strive toward better performance, while ensuring that the increased quantity of students who complete the course is coupled with increased quality of education and a more in-depth understanding of animal physiology. Copyright © 2017 the American Physiological Society.
Imaging technologies for preclinical models of bone and joint disorders
2011-01-01
Preclinical models for musculoskeletal disorders are critical for understanding the pathogenesis of bone and joint disorders in humans and the development of effective therapies. The assessment of these models primarily relies on morphological analysis which remains time consuming and costly, requiring large numbers of animals to be tested through different stages of the disease. The implementation of preclinical imaging represents a keystone in the refinement of animal models allowing longitudinal studies and enabling a powerful, non-invasive and clinically translatable way for monitoring disease progression in real time. Our aim is to highlight examples that demonstrate the advantages and limitations of different imaging modalities including magnetic resonance imaging (MRI), computed tomography (CT), positron emission tomography (PET), single-photon emission computed tomography (SPECT) and optical imaging. All of which are in current use in preclinical skeletal research. MRI can provide high resolution of soft tissue structures, but imaging requires comparatively long acquisition times; hence, animals require long-term anaesthesia. CT is extensively used in bone and joint disorders providing excellent spatial resolution and good contrast for bone imaging. Despite its excellent structural assessment of mineralized structures, CT does not provide in vivo functional information of ongoing biological processes. Nuclear medicine is a very promising tool for investigating functional and molecular processes in vivo with new tracers becoming available as biomarkers. The combined use of imaging modalities also holds significant potential for the assessment of disease pathogenesis in animal models of musculoskeletal disorders, minimising the use of conventional invasive methods and animal redundancy. PMID:22214535
Gravel, P; Tremblay, M; Leblond, H; Rossignol, S; de Guise, J A
2010-07-15
A computer-aided method for the tracking of morphological markers in fluoroscopic images of a rat walking on a treadmill is presented and validated. The markers correspond to bone articulations in a hind leg and are used to define the hip, knee, ankle and metatarsophalangeal joints. The method allows a user to identify, using a computer mouse, about 20% of the marker positions in a video and interpolate their trajectories from frame-to-frame. This results in a seven-fold speed improvement in detecting markers. This also eliminates confusion problems due to legs crossing and blurred images. The video images are corrected for geometric distortions from the X-ray camera, wavelet denoised, to preserve the sharpness of minute bone structures, and contrast enhanced. From those images, the marker positions across video frames are extracted, corrected for rat "solid body" motions on the treadmill, and used to compute the positional and angular gait patterns. Robust Bootstrap estimates of those gait patterns and their prediction and confidence bands are finally generated. The gait patterns are invaluable tools to study the locomotion of healthy animals or the complex process of locomotion recovery in animals with injuries. The method could, in principle, be adapted to analyze the locomotion of other animals as long as a fluoroscopic imager and a treadmill are available. Copyright 2010 Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Wulfson, Stephen, Ed.
1990-01-01
Reviewed are six computer software packages including "Lunar Greenhouse,""Dyno-Quest,""How Weather Works,""Animal Trackers,""Personal Science Laboratory," and "The Skeletal and Muscular Systems." Availability, functional, and hardware requirements are discussed. (CW)
High fidelity simulations of infrared imagery with animated characters
NASA Astrophysics Data System (ADS)
Näsström, F.; Persson, A.; Bergström, D.; Berggren, J.; Hedström, J.; Allvar, J.; Karlsson, M.
2012-06-01
High fidelity simulations of IR signatures and imagery tend to be slow and do not have effective support for animation of characters. Simplified rendering methods based on computer graphics methods can be used to overcome these limitations. This paper presents a method to combine these tools and produce simulated high fidelity thermal IR data of animated people in terrain. Infrared signatures for human characters have been calculated using RadThermIR. To handle multiple character models, these calculations use a simplified material model for the anatomy and clothing. Weather and temperature conditions match the IR-texture used in the terrain model. The calculated signatures are applied to the animated 3D characters that, together with the terrain model, are used to produce high fidelity IR imagery of people or crowds. For high level animation control and crowd simulations, HLAS (High Level Animation System) has been developed. There are tools available to create and visualize skeleton based animations, but tools that allow control of the animated characters on a higher level, e.g. for crowd simulation, are usually expensive and closed source. We need the flexibility of HLAS to add animation into an HLA enabled sensor system simulation framework.
Selection of core animals in the Algorithm for Proven and Young using a simulation model.
Bradford, H L; Pocrnić, I; Fragomeni, B O; Lourenco, D A L; Misztal, I
2017-12-01
The Algorithm for Proven and Young (APY) enables the implementation of single-step genomic BLUP (ssGBLUP) in large, genotyped populations by separating genotyped animals into core and non-core subsets and creating a computationally efficient inverse for the genomic relationship matrix (G). As APY became the choice for large-scale genomic evaluations in BLUP-based methods, a common question is how to choose the animals in the core subset. We compared several core definitions to answer this question. Simulations comprised a moderately heritable trait for 95,010 animals and 50,000 genotypes for animals across five generations. Genotypes consisted of 25,500 SNP distributed across 15 chromosomes. Genotyping errors and missing pedigree were also mimicked. Core animals were defined based on individual generations, equal representation across generations, and at random. For a sufficiently large core size, core definitions had the same accuracies and biases, even if the core animals had imperfect genotypes. When genotyped animals had unknown parents, accuracy and bias were significantly better (p ≤ .05) for random and across generation core definitions. © 2017 The Authors. Journal of Animal Breeding and Genetics Published by Blackwell Verlag GmbH.
Enriching Triangle Mesh Animations with Physically Based Simulation.
Li, Yijing; Xu, Hongyi; Barbic, Jernej
2017-10-01
We present a system to combine arbitrary triangle mesh animations with physically based Finite Element Method (FEM) simulation, enabling control over the combination both in space and time. The input is a triangle mesh animation obtained using any method, such as keyframed animation, character rigging, 3D scanning, or geometric shape modeling. The input may be non-physical, crude or even incomplete. The user provides weights, specified using a minimal user interface, for how much physically based simulation should be allowed to modify the animation in any region of the model, and in time. Our system then computes a physically-based animation that is constrained to the input animation to the amount prescribed by these weights. This permits smoothly turning physics on and off over space and time, making it possible for the output to strictly follow the input, to evolve purely based on physically based simulation, and anything in between. Achieving such results requires a careful combination of several system components. We propose and analyze these components, including proper automatic creation of simulation meshes (even for non-manifold and self-colliding undeformed triangle meshes), converting triangle mesh animations into animations of the simulation mesh, and resolving collisions and self-collisions while following the input.
An ABC estimate of pedigree error rate: application in dog, sheep and cattle breeds.
Leroy, G; Danchin-Burge, C; Palhiere, I; Baumung, R; Fritz, S; Mériaux, J C; Gautier, M
2012-06-01
On the basis of correlations between pairwise individual genealogical kinship coefficients and allele sharing distances computed from genotyping data, we propose an approximate Bayesian computation (ABC) approach to assess pedigree file reliability through gene-dropping simulations. We explore the features of the method using simulated data sets and show precision increases with the number of markers. An application is further made with five dog breeds, four sheep breeds and one cattle breed raised in France and displaying various characteristics and population sizes, using microsatellite or SNP markers. Depending on the breeds, pedigree error estimations range between 1% and 9% in dog breeds, 1% and 10% in sheep breeds and 4% in cattle breeds. © 2011 The Authors, Animal Genetics © 2011 Stichting International Foundation for Animal Genetics.
A framework for optimizing micro-CT in dual-modality micro-CT/XFCT small-animal imaging system
NASA Astrophysics Data System (ADS)
Vedantham, Srinivasan; Shrestha, Suman; Karellas, Andrew; Cho, Sang Hyun
2017-09-01
Dual-modality Computed Tomography (CT)/X-ray Fluorescence Computed Tomography (XFCT) can be a valuable tool for imaging and quantifying the organ and tissue distribution of small concentrations of high atomic number materials in small-animal system. In this work, the framework for optimizing the micro-CT imaging system component of the dual-modality system is described, either when the micro-CT images are concurrently acquired with XFCT and using the x-ray spectral conditions for XFCT, or when the micro-CT images are acquired sequentially and independently of XFCT. This framework utilizes the cascaded systems analysis for task-specific determination of the detectability index using numerical observer models at a given radiation dose, where the radiation dose is determined using Monte Carlo simulations.
Whole-body ring-shaped confocal photoacoustic computed tomography of small animals in vivo.
Xia, Jun; Chatni, Muhammad R; Maslov, Konstantin; Guo, Zijian; Wang, Kun; Anastasio, Mark; Wang, Lihong V
2012-05-01
We report a novel small-animal whole-body imaging system called ring-shaped confocal photoacoustic computed tomography (RC-PACT). RC-PACT is based on a confocal design of free-space ring-shaped light illumination and 512-element full-ring ultrasonic array signal detection. The free-space light illumination maximizes the light delivery efficiency, and the full-ring signal detection ensures a full two-dimensional view aperture for accurate image reconstruction. Using cylindrically focused array elements, RC-PACT can image a thin cross section with 0.10 to 0.25 mm in-plane resolutions and 1.6 s/frame acquisition time. By translating the mouse along the elevational direction, RC-PACT provides a series of cross-sectional images of the brain, liver, kidneys, and bladder.
Whole-body ring-shaped confocal photoacoustic computed tomography of small animals in vivo
NASA Astrophysics Data System (ADS)
Xia, Jun; Chatni, Muhammad R.; Maslov, Konstantin; Guo, Zijian; Wang, Kun; Anastasio, Mark; Wang, Lihong V.
2012-05-01
We report a novel small-animal whole-body imaging system called ring-shaped confocal photoacoustic computed tomography (RC-PACT). RC-PACT is based on a confocal design of free-space ring-shaped light illumination and 512-element full-ring ultrasonic array signal detection. The free-space light illumination maximizes the light delivery efficiency, and the full-ring signal detection ensures a full two-dimensional view aperture for accurate image reconstruction. Using cylindrically focused array elements, RC-PACT can image a thin cross section with 0.10 to 0.25 mm in-plane resolutions and 1.6 s/frame acquisition time. By translating the mouse along the elevational direction, RC-PACT provides a series of cross-sectional images of the brain, liver, kidneys, and bladder.
Master of Puppets: An Animation-by-Demonstration Computer Puppetry Authoring Framework
NASA Astrophysics Data System (ADS)
Cui, Yaoyuan; Mousas, Christos
2018-03-01
This paper presents Master of Puppets (MOP), an animation-by-demonstration framework that allows users to control the motion of virtual characters (puppets) in real time. In the first step, the user is asked to perform the necessary actions that correspond to the character's motions. The user's actions are recorded, and a hidden Markov model is used to learn the temporal profile of the actions. During the runtime of the framework, the user controls the motions of the virtual character based on the specified activities. The advantage of the MOP framework is that it recognizes and follows the progress of the user's actions in real time. Based on the forward algorithm, the method predicts the evolution of the user's actions, which corresponds to the evolution of the character's motion. This method treats characters as puppets that can perform only one motion at a time. This means that combinations of motion segments (motion synthesis), as well as the interpolation of individual motion sequences, are not provided as functionalities. By implementing the framework and presenting several computer puppetry scenarios, its efficiency and flexibility in animating virtual characters is demonstrated.
Self-motion perception: assessment by real-time computer-generated animations
NASA Technical Reports Server (NTRS)
Parker, D. E.; Phillips, J. O.
2001-01-01
We report a new procedure for assessing complex self-motion perception. In three experiments, subjects manipulated a 6 degree-of-freedom magnetic-field tracker which controlled the motion of a virtual avatar so that its motion corresponded to the subjects' perceived self-motion. The real-time animation created by this procedure was stored using a virtual video recorder for subsequent analysis. Combined real and illusory self-motion and vestibulo-ocular reflex eye movements were evoked by cross-coupled angular accelerations produced by roll and pitch head movements during passive yaw rotation in a chair. Contrary to previous reports, illusory self-motion did not correspond to expectations based on semicircular canal stimulation. Illusory pitch head-motion directions were as predicted for only 37% of trials; whereas, slow-phase eye movements were in the predicted direction for 98% of the trials. The real-time computer-generated animations procedure permits use of naive, untrained subjects who lack a vocabulary for reporting motion perception and is applicable to basic self-motion perception studies, evaluation of motion simulators, assessment of balance disorders and so on.
SRS Computer Animation and Drive Train System
NASA Technical Reports Server (NTRS)
Arthun, Daniel; Schachner, Christian
2001-01-01
The spinning rocket simulator (SRS) is an ongoing project at Oral Roberts University. The goal of the SRS is to gather crucial data concerning a spinning rocket under thrust for the purpose of analysis and correction of the coning motion experienced by this type of spacecraft maneuver. The computer animation simulates a virtual, scale model of the component of the SRS that represents the spacecraft itself. This component is known as the (VSM), or virtual spacecraft model. During actual physical simulation, this component of the SRS will experience a coning. The goal of the animation is to cone the VSM within that range to accurately represent the motion of the actual simulator. The drive system of the SRS is the apparatus that turns the actual simulator. It consists of a drive motor, motor mount and chain to power the simulator into motion. The motor mount is adjustable and rigid for high torque application. A digital stepper motor controller actuates the main drive motor for linear acceleration. The chain transfers power from the motor to the simulator via sprockets on both ends.
Thermotaxis is a Robust Mechanism for Thermoregulation in C. elegans Nematodes
Ramot, Daniel; MacInnis, Bronwyn L.; Lee, Hau-Chen; Goodman, Miriam B.
2013-01-01
Many biochemical networks are robust to variations in network or stimulus parameters. Although robustness is considered an important design principle of such networks, it is not known whether this principle also applies to higher-level biological processes such as animal behavior. In thermal gradients, C. elegans uses thermotaxis to bias its movement along the direction of the gradient. Here we develop a detailed, quantitative map of C. elegans thermotaxis and use these data to derive a computational model of thermotaxis in the soil, a natural environment of C. elegans. This computational analysis indicates that thermotaxis enables animals to avoid temperatures at which they cannot reproduce, to limit excursions from their adapted temperature, and to remain relatively close to the surface of the soil, where oxygen is abundant. Furthermore, our analysis reveals that this mechanism is robust to large variations in the parameters governing both worm locomotion and temperature fluctuations in the soil. We suggest that, similar to biochemical networks, animals evolve behavioral strategies that are robust, rather than strategies that rely on fine-tuning of specific behavioral parameters. PMID:19020047
The jamming avoidance response in the weakly electric fish Eigenmannia
NASA Astrophysics Data System (ADS)
Heiligenberg, Walter
1980-10-01
This study analyzes the algorithm by which the animal's nervous system evaluates spatially distributed temporal patterns of electroreceptive information. The outcome of this evaluation controls the jamming avoidance response, which is a shift in the animal's electric organ discharge frequency away from similar foreign frequencies. The encoding of “behaviorally relevant” stimulus variables by electroreceptors and the central computation of their messages are investigated by combined behavioral and neurophysiological strategies.
AstroBlend: Visualization package for use with Blender
NASA Astrophysics Data System (ADS)
Naiman, J. P.
2015-12-01
AstroBlend is a visualization package for use in the three dimensional animation and modeling software, Blender. It reads data in via a text file or can use pre-fab isosurface files stored as OBJ or Wavefront files. AstroBlend supports a variety of codes such as FLASH (ascl:1010.082), Enzo (ascl:1010.072), and Athena (ascl:1010.014), and combines artistic 3D models with computational astrophysics datasets to create models and animations.
NASA Astrophysics Data System (ADS)
Petkov, C. I.
2014-09-01
Fitch proposes an appealing hypothesis that humans are dendrophiles, who constantly build mental trees supported by analogous hierarchical brain processes [1]. Moreover, it is argued that, by comparison, nonhuman animals build flat or more compact behaviorally-relevant structures. Should we thus expect less impressive hierarchical brain processes in other animals? Not necessarily.
Science, Technical Innovation and Applications in Bioacoustics: Summary of a Workshop
2004-07-01
binaural processing have been neglected. From a signal-processing standpoint, we should avoid complex computational methods and instead use massively...design and/or build transducers or arrays with anywhere near the performance and, most importantly, environmental adaptability of animal binaural ...shell Small animal imaging Cardiac Imaging in Mice The Challenge Mouse heart • 7mm diameter • 8 beats /sec Mouse Heart L16-28MHzL5-10MHz Laptop
Virtual reality computer simulation.
Grantcharov, T P; Rosenberg, J; Pahle, E; Funch-Jensen, P
2001-03-01
Objective assessment of psychomotor skills should be an essential component of a modern surgical training program. There are computer systems that can be used for this purpose, but their wide application is not yet generally accepted. The aim of this study was to validate the role of virtual reality computer simulation as a method for evaluating surgical laparoscopic skills. The study included 14 surgical residents. On day 1, they performed two runs of all six tasks on the Minimally Invasive Surgical Trainer, Virtual Reality (MIST VR). On day 2, they performed a laparoscopic cholecystectomy on living pigs; afterward, they were tested again on the MIST VR. A group of experienced surgeons evaluated the trainees' performance on the animal operation, giving scores for total performance error and economy of motion. During the tasks on the MIST VR, errors and noneconomy of movements for the left and right hand were also recorded. There were significant correlations between error scores in vivo and three of the six in vitro tasks (p < 0.05). In vivo economy scores correlated significantly with non-economy right-hand scores for five of the six tasks and with non-economy left-hand scores for one of the six tasks (p < 0.05). In this study, laparoscopic performance in the animal model correlated significantly with performance on the computer simulator. Thus, the computer model seems to be a promising objective method for the assessment of laparoscopic psychomotor skills.
D Animation Reconstruction from Multi-Camera Coordinates Transformation
NASA Astrophysics Data System (ADS)
Jhan, J. P.; Rau, J. Y.; Chou, C. M.
2016-06-01
Reservoir dredging issues are important to extend the life of reservoir. The most effective and cost reduction way is to construct a tunnel to desilt the bottom sediment. Conventional technique is to construct a cofferdam to separate the water, construct the intake of tunnel inside and remove the cofferdam afterwards. In Taiwan, the ZengWen reservoir dredging project will install an Elephant-trunk Steel Pipe (ETSP) in the water to connect the desilting tunnel without building the cofferdam. Since the installation is critical to the whole project, a 1:20 model was built to simulate the installation steps in a towing tank, i.e. launching, dragging, water injection, and sinking. To increase the construction safety, photogrammetry technic is adopted to record images during the simulation, compute its transformation parameters for dynamic analysis and reconstruct the 4D animations. In this study, several Australiscoded targets are fixed on the surface of ETSP for auto-recognition and measurement. The cameras orientations are computed by space resection where the 3D coordinates of coded targets are measured. Two approaches for motion parameters computation are proposed, i.e. performing 3D conformal transformation from the coordinates of cameras and relative orientation computation by the orientation of single camera. Experimental results show the 3D conformal transformation can achieve sub-mm simulation results, and relative orientation computation shows the flexibility for dynamic motion analysis which is easier and more efficiency.
Students' Beliefs about Mobile Devices vs. Desktop Computers in South Korea and the United States
ERIC Educational Resources Information Center
Sung, Eunmo; Mayer, Richard E.
2012-01-01
College students in the United States and in South Korea completed a 28-item multidimensional scaling (MDS) questionnaire in which they rated the similarity of 28 pairs of multimedia learning materials on a 10-point scale (e.g., narrated animation on a mobile device Vs. movie clip on a desktop computer) and a 56-item semantic differential…
ERIC Educational Resources Information Center
Rias, Riaza Mohd; Zaman, Halimah Badioze
2011-01-01
Higher learning based instruction may be primarily concerned in most cases with the content of their academic lessons, and not very much with their instructional delivery. However, the effective application of learning theories and technology in higher education has an impact on student performance. With the rapid progress in the computer and…
MPEG-4-based 2D facial animation for mobile devices
NASA Astrophysics Data System (ADS)
Riegel, Thomas B.
2005-03-01
The enormous spread of mobile computing devices (e.g. PDA, cellular phone, palmtop, etc.) emphasizes scalable applications, since users like to run their favorite programs on the terminal they operate at that moment. Therefore appliances are of interest, which can be adapted to the hardware realities without loosing a lot of their functionalities. A good example for this is "Facial Animation," which offers an interesting way to achieve such "scalability." By employing MPEG-4, which provides an own profile for facial animation, a solution for low power terminals including mobile phones is demonstrated. From the generic 3D MPEG-4 face a specific 2D head model is derived, which consists primarily of a portrait image superposed by a suited warping mesh and adapted 2D animation rules. Thus the animation process of MPEG-4 need not be changed and standard compliant facial animation parameters can be used to displace the vertices of the mesh and warp the underlying image accordingly.
ERIC Educational Resources Information Center
Wulfson, Stephen, Ed.
1987-01-01
Reviews seven computer software programs that can be used in science education programs. Describes courseware which deals with muscles and bones, terminology, classifying animals without backbones, molecular structures, drugs, genetics, and shaping the earth's surface. (TW)
Computer constructed imagery of distant plasma interaction boundaries
DOE Office of Scientific and Technical Information (OSTI.GOV)
Grenstadt, E.W.; Schurr, H.D.; Tsugawa, R.K.
1982-01-01
Computer constructed sketches of plasma boundaries arising from the interaction between the solar wind and the magnetosphere can serve as both didactic and research tools. In particular, the structure of the earth's bow shock can be represented as a nonuniform surfce according to the instantaneous orientation of the IMF, and temporal changes in structural distribution can be modeled as a sequence of sketches based on observed sequences of spacecraft-based measurements. Viewed rapidly, such a sequence of sketches can be the basis for representation of plasma processes by computer animation.
Bagci, Ulas; Foster, Brent; Miller-Jaster, Kirsten; Luna, Brian; Dey, Bappaditya; Bishai, William R; Jonsson, Colleen B; Jain, Sanjay; Mollura, Daniel J
2013-07-23
Infectious diseases are the second leading cause of death worldwide. In order to better understand and treat them, an accurate evaluation using multi-modal imaging techniques for anatomical and functional characterizations is needed. For non-invasive imaging techniques such as computed tomography (CT), magnetic resonance imaging (MRI), and positron emission tomography (PET), there have been many engineering improvements that have significantly enhanced the resolution and contrast of the images, but there are still insufficient computational algorithms available for researchers to use when accurately quantifying imaging data from anatomical structures and functional biological processes. Since the development of such tools may potentially translate basic research into the clinic, this study focuses on the development of a quantitative and qualitative image analysis platform that provides a computational radiology perspective for pulmonary infections in small animal models. Specifically, we designed (a) a fast and robust automated and semi-automated image analysis platform and a quantification tool that can facilitate accurate diagnostic measurements of pulmonary lesions as well as volumetric measurements of anatomical structures, and incorporated (b) an image registration pipeline to our proposed framework for volumetric comparison of serial scans. This is an important investigational tool for small animal infectious disease models that can help advance researchers' understanding of infectious diseases. We tested the utility of our proposed methodology by using sequentially acquired CT and PET images of rabbit, ferret, and mouse models with respiratory infections of Mycobacterium tuberculosis (TB), H1N1 flu virus, and an aerosolized respiratory pathogen (necrotic TB) for a total of 92, 44, and 24 scans for the respective studies with half of the scans from CT and the other half from PET. Institutional Administrative Panel on Laboratory Animal Care approvals were obtained prior to conducting this research. First, the proposed computational framework registered PET and CT images to provide spatial correspondences between images. Second, the lungs from the CT scans were segmented using an interactive region growing (IRG) segmentation algorithm with mathematical morphology operations to avoid false positive (FP) uptake in PET images. Finally, we segmented significant radiotracer uptake from the PET images in lung regions determined from CT and computed metabolic volumes of the significant uptake. All segmentation processes were compared with expert radiologists' delineations (ground truths). Metabolic and gross volume of lesions were automatically computed with the segmentation processes using PET and CT images, and percentage changes in those volumes over time were calculated. (Continued on next page)(Continued from previous page) Standardized uptake value (SUV) analysis from PET images was conducted as a complementary quantitative metric for disease severity assessment. Thus, severity and extent of pulmonary lesions were examined through both PET and CT images using the aforementioned quantification metrics outputted from the proposed framework. Each animal study was evaluated within the same subject class, and all steps of the proposed methodology were evaluated separately. We quantified the accuracy of the proposed algorithm with respect to the state-of-the-art segmentation algorithms. For evaluation of the segmentation results, dice similarity coefficient (DSC) as an overlap measure and Haussdorf distance as a shape dissimilarity measure were used. Significant correlations regarding the estimated lesion volumes were obtained both in CT and PET images with respect to the ground truths (R2=0.8922,p<0.01 and R2=0.8664,p<0.01, respectively). The segmentation accuracy (DSC (%)) was 93.4±4.5% for normal lung CT scans and 86.0±7.1% for pathological lung CT scans. Experiments showed excellent agreements (all above 85%) with expert evaluations for both structural and functional imaging modalities. Apart from quantitative analysis of each animal, we also qualitatively showed how metabolic volumes were changing over time by examining serial PET/CT scans. Evaluation of the registration processes was based on precisely defined anatomical landmark points by expert clinicians. An average of 2.66, 3.93, and 2.52 mm errors was found in rabbit, ferret, and mouse data (all within the resolution limits), respectively. Quantitative results obtained from the proposed methodology were visually related to the progress and severity of the pulmonary infections as verified by the participating radiologists. Moreover, we demonstrated that lesions due to the infections were metabolically active and appeared multi-focal in nature, and we observed similar patterns in the CT images as well. Consolidation and ground glass opacity were the main abnormal imaging patterns and consistently appeared in all CT images. We also found that the gross and metabolic lesion volume percentage follow the same trend as the SUV-based evaluation in the longitudinal analysis. We explored the feasibility of using PET and CT imaging modalities in three distinct small animal models for two diverse pulmonary infections. We concluded from the clinical findings, derived from the proposed computational pipeline, that PET-CT imaging is an invaluable hybrid modality for tracking pulmonary infections longitudinally in small animals and has great potential to become routinely used in clinics. Our proposed methodology showed that automated computed-aided lesion detection and quantification of pulmonary infections in small animal models are efficient and accurate as compared to the clinical standard of manual and semi-automated approaches. Automated analysis of images in pre-clinical applications can increase the efficiency and quality of pre-clinical findings that ultimately inform downstream experimental design in human clinical studies; this innovation will allow researchers and clinicians to more effectively allocate study resources with respect to research demands without compromising accuracy.
The Great Red Spot Plunge (animation)
2017-12-11
This frame from an animation takes the viewer on a simulated flight into, and then out of, Jupiter's upper atmosphere at the location of the Great Red Spot. The perspective begins about 2,000 miles (3,000 kilometers) above the cloud tops of the planet's southern hemisphere. The bar at far left indicates altitude during the quick descent; a second gauge next to that depicts the dramatic increase in temperature that occurs as the perspective dives deeper down. The clouds turn crimson as the perspective passes through the Great Red Spot. Finally, the view ascends out of the spot. This video was created by combining an image from the JunoCam imager on NASA's Juno spacecraft with a computer-generated animation. The animation is available at https://photojournal.jpl.nasa.gov/catalog/PIA22176
Stricklin, W R; de Bourcier, P; Zhou, J Z; Gonyou, H W
1998-10-01
Computer simulations have been used by us since the early 1970s to gain an understanding of the spacing and movement patterns of confined animals. The work has progressed from the early stages, in which we used randomly positioned points, to current investigations of animats (computer-simulated animals), which show low levels of learning via artificial neural networks. We have determined that 1) pens of equal floor area but of different shape result in different spatial and movement patterns for randomly positioned and moving animats; 2) when group size increases under constant density, freedom of movement approaches an asymptote at approximately six animats; 3) matching the number of animats with the number of corners results in optimal freedom of movement for small groups of animats; and 4) perimeter positioning occurs in groups of animats that maximize their distance to first- and second-nearest neighbors. Recently, we developed animats that move, compete for social dominance, and are motivated to obtain resources (food, resting sites, etc.). We are currently developing an animat that learns its behavior from the spatial and movement data collected on live pigs. The animat model is then used to pretest pen designs, followed by new pig spatial data fed into the animat model, resulting in a new pen design to be tested, and the steps are repeated. We believe that methodologies from artificial-life and artificial intelligence can contribute to the understanding of basic animal behavior principles, as well as to the solving of problems in production agriculture in areas such as animal housing design.
Lederer, Kristina; Ludewig, Eberhard; Hechinger, Harald; Parry, Andrew T; Lamb, Christopher R; Kneissl, Sibylle
2015-07-01
To identify computed tomographic (CT) signs that could be used to differentiate inflammatory from neoplastic orbital conditions in small animals. Fifty-two animals (25 cats, 21 dogs, 4 rabbits, and 2 rodents). Case-control study in which CT images of animals with histopathologic diagnosis of inflammatory (n = 11), neoplastic orbital conditions (n = 31), or normal control animals (n = 10) were reviewed independently by five observers without the knowledge of the history or diagnosis. Observers recorded their observations regarding specific anatomical structures within the orbit using an itemized form containing the following characteristics: definitely normal; probably normal; equivocal; probably abnormal; and definitely abnormal. Results were statistically analyzed using Fleiss' kappa and logistic regression analyses. The overall level of agreement between observers about the presence or absence of abnormal CT signs in animals with orbital disease was poor to moderate, but was highest for observations concerning orbital bones (κ = 0.62) and involvement of the posterior segment (κ = 0.52). Significant associations between abnormalities and diagnosis were found for four structures: Abnormalities affecting orbital bones (odds ratio [OR], 1.7) and anterior ocular structures (OR, 1.5) were predictive of neoplasia, while abnormalities affecting extraconal fat (OR, 1.7) and skin (OR, 1.4) were predictive of inflammatory conditions. Orbital CT is an imaging test with high specificity. Fat stranding, a CT sign not previously emphasized in veterinary medicine, was significantly associated with inflammatory conditions. Low observer agreement probably reflects the limited resolution of CT for small orbital structures. © 2014 American College of Veterinary Ophthalmologists.
A study in animal ethics in New Brunswick.
Schneider, B J
2001-01-01
Society uses animals in ever-increasing numbers and ways, providing ethical challenges. Decisions about animal use are guided by the social consensus ethic towards animals. Because there is no clear social consensus ethic, these decisions are difficult. Society's ethic is changing and a "new ethic" towards animals is emerging. This study addressed the need to better understand society's ethics towards animals. Qualitative research methodology (focus groups) was used to study 7 different animal-interest groups. Qualitative data analysis was computer-aided. The group ethical position towards animals of its own group interest was determined for each group. The animal welfare, companion animal, and veterinary groups took Rollin's Position, a position based on both the Utilitarian and the Rights Principles; the farmer and trapper groups the Utilitarian/Land Ethic position, a dual position based on actions producing the greatest amount of pleasure and the least amount of pain for the greatest number, and preserving the integrity, stability, and beauty of the biotic community; the hunter group the Utilitarian/Judeo-Christian position, a dual position based on actions producing the greatest amount of pleasure and the least amount of pain for the greatest number, and having dominion over animals; and the naturalist group took Rollin's Position/Land Ethic. All these groups perceived medium to extreme ethical responsibility towards animals of their own group's interest that are used by others. The study showed that the predicted "new ethic" towards animals is in New Brunswick society and it is Rollin's Position. PMID:11467182
A neural computational model for animal's time-to-collision estimation.
Wang, Ling; Yao, Dezhong
2013-04-17
The time-to-collision (TTC) is the time elapsed before a looming object hits the subject. An accurate estimation of TTC plays a critical role in the survival of animals in nature and acts as an important factor in artificial intelligence systems that depend on judging and avoiding potential dangers. The theoretic formula for TTC is 1/τ≈θ'/sin θ, where θ and θ' are the visual angle and its variation, respectively, and the widely used approximation computational model is θ'/θ. However, both of these measures are too complex to be implemented by a biological neuronal model. We propose a new simple computational model: 1/τ≈Mθ-P/(θ+Q)+N, where M, P, Q, and N are constants that depend on a predefined visual angle. This model, weighted summation of visual angle model (WSVAM), can achieve perfect implementation through a widely accepted biological neuronal model. WSVAM has additional merits, including a natural minimum consumption and simplicity. Thus, it yields a precise and neuronal-implemented estimation for TTC, which provides a simple and convenient implementation for artificial vision, and represents a potential visual brain mechanism.
Spectral discrimination in color blind animals via chromatic aberration and pupil shape
Stubbs, Alexander L.; Stubbs, Christopher W.
2016-01-01
We present a mechanism by which organisms with only a single photoreceptor, which have a monochromatic view of the world, can achieve color discrimination. An off-axis pupil and the principle of chromatic aberration (where different wavelengths come to focus at different distances behind a lens) can combine to provide “color-blind” animals with a way to distinguish colors. As a specific example, we constructed a computer model of the visual system of cephalopods (octopus, squid, and cuttlefish) that have a single unfiltered photoreceptor type. We compute a quantitative image quality budget for this visual system and show how chromatic blurring dominates the visual acuity in these animals in shallow water. We quantitatively show, through numerical simulations, how chromatic aberration can be exploited to obtain spectral information, especially through nonaxial pupils that are characteristic of coleoid cephalopods. We have also assessed the inherent ambiguity between range and color that is a consequence of the chromatic variation of best focus with wavelength. This proposed mechanism is consistent with the extensive suite of visual/behavioral and physiological data that has been obtained from cephalopod studies and offers a possible solution to the apparent paradox of vivid chromatic behaviors in color blind animals. Moreover, this proposed mechanism has potential applicability in organisms with limited photoreceptor complements, such as spiders and dolphins. PMID:27382180
Shankar, S; Ellard, C
2000-02-01
Past research has indicated that many species use the time-to-collision variable but little is known about its neural underpinnings in rodents. In a set of three experiments we set out to replicate and extend the findings of Sun et al. (Sun H-J, Carey DP, Goodale MA. Exp Brain Res 1992;91:171-175) in a visually guided task in Mongolian gerbils, and then investigated the effects of lesions to different cortical areas. We trained Mongolian gerbils to run in the dark toward a target on a computer screen. In some trials the target changed in size as the animal ran toward it in such a way as to produce 'virtual targets' if the animals were using time-to-collision or contact information. In experiment 1 we confirmed that gerbils use time-to-contact information to modulate their speed of running toward a target. In experiment 2 we established that visual cortex lesions attenuate the ability of lesioned animals to use information from the visual target to guide their run, while frontal cortex lesioned animals are not as severely affected. In experiment 3 we found that small radio-frequency lesions, of either area VI or of the lateral extrastriate regions of the visual cortex also affected the use of information from the target to modulate locomotion.
An Automated Motion Detection and Reward System for Animal Training.
Miller, Brad; Lim, Audrey N; Heidbreder, Arnold F; Black, Kevin J
2015-12-04
A variety of approaches has been used to minimize head movement during functional brain imaging studies in awake laboratory animals. Many laboratories expend substantial effort and time training animals to remain essentially motionless during such studies. We could not locate an "off-the-shelf" automated training system that suited our needs. We developed a time- and labor-saving automated system to train animals to hold still for extended periods of time. The system uses a personal computer and modest external hardware to provide stimulus cues, monitor movement using commercial video surveillance components, and dispense rewards. A custom computer program automatically increases the motionless duration required for rewards based on performance during the training session but allows changes during sessions. This system was used to train cynomolgus monkeys (Macaca fascicularis) for awake neuroimaging studies using positron emission tomography (PET) and functional magnetic resonance imaging (fMRI). The automated system saved the trainer substantial time, presented stimuli and rewards in a highly consistent manner, and automatically documented training sessions. We have limited data to prove the training system's success, drawn from the automated records during training sessions, but we believe others may find it useful. The system can be adapted to a range of behavioral training/recording activities for research or commercial applications, and the software is freely available for non-commercial use.
Gomez-Marin, Alex; Partoune, Nicolas; Stephens, Greg J; Louis, Matthieu; Brembs, Björn
2012-01-01
The nervous functions of an organism are primarily reflected in the behavior it is capable of. Measuring behavior quantitatively, at high-resolution and in an automated fashion provides valuable information about the underlying neural circuit computation. Accordingly, computer-vision applications for animal tracking are becoming a key complementary toolkit to genetic, molecular and electrophysiological characterization in systems neuroscience. We present Sensory Orientation Software (SOS) to measure behavior and infer sensory experience correlates. SOS is a simple and versatile system to track body posture and motion of single animals in two-dimensional environments. In the presence of a sensory landscape, tracking the trajectory of the animal's sensors and its postural evolution provides a quantitative framework to study sensorimotor integration. To illustrate the utility of SOS, we examine the orientation behavior of fruit fly larvae in response to odor, temperature and light gradients. We show that SOS is suitable to carry out high-resolution behavioral tracking for a wide range of organisms including flatworms, fishes and mice. Our work contributes to the growing repertoire of behavioral analysis tools for collecting rich and fine-grained data to draw and test hypothesis about the functioning of the nervous system. By providing open-access to our code and documenting the software design, we aim to encourage the adaptation of SOS by a wide community of non-specialists to their particular model organism and questions of interest.
A Probablistic Diagram to Guide Chemical Design with ...
Toxicity is a concern with many chemicals currently in commerce, and with new chemicals that are introduced each year. The standard approach to testing chemicals is to run studies in laboratory animals (e.g. rats, mice, dogs), but because of the expense of these studies and concerns for animal welfare, few chemicals besides pharmaceuticals and pesticides are fully tested. Over the last decade there have been significant developments in the field of computational toxicology which combines in vitro tests and computational models. The ultimate goal of this ?field is to test all chemicals in a rapid, cost effective manner with minimal use of animals. One of the simplest measures of toxicity is provided by high-throughput in vitro cytotoxicity assays, which measure the concentration of a chemical that kills particular types of cells. Chemicals that are cytotoxic at low concentrations tend to be more toxic to animals than chemicals that are less cytotoxic. We employed molecular characteristics derived from density functional theory (DFT) and predicted values of log(octanol-water partition coe?fficient) (logP)to construct a design variable space, and built a predictive model for cytotoxicity using a Naive Bayesian algorithm. External evaluation showed that the area under the curve (AUC) for the receiver operating characteristic (ROC) of the model to be 0.81. Using this model, we provide design rules to help synthetic chemists minimize the chance that a newly synthesize
Interspecies extrapolation encompasses two related but distinct topic areas that are germane to quantitative extrapolation and hence computational toxicology-dose scaling and parameter scaling. Dose scaling is the process of converting a dose determined in an experimental animal ...
Effects of departing individuals on collective behaviors
NASA Astrophysics Data System (ADS)
Nishiyama, Yuta; Okuda, Shoma; Migita, Masao; Murakami, Hisashi; Tomaru, Takenori
2017-07-01
Utilizing living organisms' abilities is an effective approach to realize flexible and unconventional computing. One possible bio-inspired computer might be developed from animal collective research by clarifying collective behaviors. Therefore, it is important to reveal how collective animal behaviors emerge. In many studies, individuals departing from the other individualsare generally ignored. Is it not possible that such departing individuals contribute to the organization of such collectives? To investigate the effects of individuals departing from a collective against collective behaviors, we observed and analyzed the behaviors of 40 soldier crabs in four types of experimental arenas. The recorded behaviors demonstrate a temporally changing pattern and the existence of departing individuals. We analyzed the relationship between global activity and cohesion levels and verified the features of departing individuals. The results imply that departing individuals contribute to collective behaviors.
Chaminade, Thierry; Rosset, Delphine; Da Fonseca, David; Hodgins, Jessica K; Deruelle, Christine
2015-02-01
The anthropomorphic bias describes the finding that the perceived naturalness of a biological motion decreases as the human-likeness of a computer-animated agent increases. To investigate the anthropomorphic bias in autistic children, human or cartoon characters were presented with biological and artificial motions side by side on a touchscreen. Children were required to touch one that would grow while the other would disappear, implicitly rewarding their choice. Only typically developing controls depicted the expected preference for biological motion when rendered with human, but not cartoon, characters. Despite performing the task to report a preference, children with autism depicted neither normal nor reversed anthropomorphic bias, suggesting that they are not sensitive to the congruence of form and motion information when observing computer-animated agents' actions. © The Author(s) 2014.
Spacecraft Orbit Design and Analysis (SODA), version 1.0 user's guide
NASA Technical Reports Server (NTRS)
Stallcup, Scott S.; Davis, John S.
1989-01-01
The Spacecraft Orbit Design and Analysis (SODA) computer program, Version 1.0 is described. SODA is a spaceflight mission planning system which consists of five program modules integrated around a common database and user interface. SODA runs on a VAX/VMS computer with an EVANS & SUTHERLAND PS300 graphics workstation. BOEING RIM-Version 7 relational database management system performs transparent database services. In the current version three program modules produce an interactive three dimensional (3D) animation of one or more satellites in planetary orbit. Satellite visibility and sensor coverage capabilities are also provided. One module produces an interactive 3D animation of the solar system. Another module calculates cumulative satellite sensor coverage and revisit time for one or more satellites. Currently Earth, Moon, and Mars systems are supported for all modules except the solar system module.
Spacecraft Orbit Design and Analysis (SODA). Version 2.0: User's guide
NASA Technical Reports Server (NTRS)
Stallcup, Scott S.; Davis, John S.; Zsoldos, Jeffrey S.
1991-01-01
The Spacecraft Orbit Design and Analysis (SODA) computer program, Version 2.0, is discussed. SODA is a spaceflight mission planning system that consists of six program modules integrated around a common database and user interface. SODA runs on a VAX/VMS computer with an Evans and Sutherland PS300 graphics workstation. In the current version, three program modules produce an interactive three dimensional animation of one or more satellites in planetary orbit. Satellite visibility and sensor coverage capabilities are also provided. Circular and rectangular, off nadir, fixed and scanning sensors are supported. One module produces an interactive three dimensional animation of the solar system. Another module calculates cumulative satellite sensor coverage and revisit time for one or more satellites. Currently, Earth, Moon, and Mars systems are supported for all modules except the solar system module.
Dzyubachyk, Oleh; Khmelinskii, Artem; Plenge, Esben; Kok, Peter; Snoeks, Thomas J A; Poot, Dirk H J; Löwik, Clemens W G M; Botha, Charl P; Niessen, Wiro J; van der Weerd, Louise; Meijering, Erik; Lelieveldt, Boudewijn P F
2014-01-01
In small animal imaging studies, when the locations of the micro-structures of interest are unknown a priori, there is a simultaneous need for full-body coverage and high resolution. In MRI, additional requirements to image contrast and acquisition time will often make it impossible to acquire such images directly. Recently, a resolution enhancing post-processing technique called super-resolution reconstruction (SRR) has been demonstrated to improve visualization and localization of micro-structures in small animal MRI by combining multiple low-resolution acquisitions. However, when the field-of-view is large relative to the desired voxel size, solving the SRR problem becomes very expensive, in terms of both memory requirements and computation time. In this paper we introduce a novel local approach to SRR that aims to overcome the computational problems and allow researchers to efficiently explore both global and local characteristics in whole-body small animal MRI. The method integrates state-of-the-art image processing techniques from the areas of articulated atlas-based segmentation, planar reformation, and SRR. A proof-of-concept is provided with two case studies involving CT, BLI, and MRI data of bone and kidney tumors in a mouse model. We show that local SRR-MRI is a computationally efficient complementary imaging modality for the precise characterization of tumor metastases, and that the method provides a feasible high-resolution alternative to conventional MRI.
Investigating the geometry of pig airways using computed tomography
NASA Astrophysics Data System (ADS)
Mansy, Hansen A.; Azad, Md Khurshidul; McMurray, Brandon; Henry, Brian; Royston, Thomas J.; Sandler, Richard H.
2015-03-01
Numerical modeling of sound propagation in the airways requires accurate knowledge of the airway geometry. These models are often validated using human and animal experiments. While many studies documented the geometric details of the human airways, information about the geometry of pig airways is scarcer. In addition, the morphology of animal airways can be significantly different from that of humans. The objective of this study is to measure the airway diameter, length and bifurcation angles in domestic pigs using computed tomography. After imaging the lungs of 3 pigs, segmentation software tools were used to extract the geometry of the airway lumen. The airway dimensions were then measured from the resulting 3 D models for the first 10 airway generations. Results showed that the size and morphology of the airways of different animals were similar. The measured airway dimensions were compared with those of the human airways. While the trachea diameter was found to be comparable to the adult human, the diameter, length and branching angles of other airways were noticeably different from that of humans. For example, pigs consistently had an early airway branching from the trachea that feeds the superior (top) right lung lobe proximal to the carina. This branch is absent in the human airways. These results suggested that the human geometry may not be a good approximation of the pig airways and may contribute to increasing the errors when the human airway geometric values are used in computational models of the pig chest.
Indexing and retrieving motions of characters in close contact.
Ho, Edmond S L; Komura, Taku
2009-01-01
Human motion indexing and retrieval are important for animators due to the need to search for motions in the database which can be blended and concatenated. Most of the previous researches of human motion indexing and retrieval compute the Euclidean distance of joint angles or joint positions. Such approaches are difficult to apply for cases in which multiple characters are closely interacting with each other, as the relationships of the characters are not encoded in the representation. In this research, we propose a topology-based approach to index the motions of two human characters in close contact. We compute and encode how the two bodies are tangled based on the concept of rational tangles. The encoded relationships, which we define as TangleList, are used to determine the similarity of the pairs of postures. Using our method, we can index and retrieve motions such as one person piggy-backing another, one person assisting another in walking, and two persons dancing / wrestling. Our method is useful to manage a motion database of multiple characters. We can also produce motion graph structures of two characters closely interacting with each other by interpolating and concatenating topologically similar postures and motion clips, which are applicable to 3D computer games and computer animation.
Peng, Ying; Dai, Zoujun; Mansy, Hansen A.; Sandler, Richard H.; Balk, Robert A; Royston, Thomas. J
2014-01-01
Chest physical examination often includes performing chest percussion, which involves introducing sound stimulus to the chest wall and detecting an audible change. This approach relies on observations that underlying acoustic transmission, coupling, and resonance patterns can be altered by chest structure changes due to pathologies. More accurate detection and quantification of these acoustic alterations may provide further useful diagnostic information. To elucidate the physical processes involved, a realistic computer model of sound transmission in the chest is helpful. In the present study, a computational model was developed and validated by comparing its predictions with results from animal and human experiments which involved applying acoustic excitation to the anterior chest while detecting skin vibrations at the posterior chest. To investigate the effect of pathology on sound transmission, the computational model was used to simulate the effects of pneumothorax on sounds introduced at the anterior chest and detected at the posterior. Model predictions and experimental results showed similar trends. The model also predicted wave patterns inside the chest, which may be used to assess results of elastography measurements. Future animal and human tests may expand the predictive power of the model to include acoustic behavior for a wider range of pulmonary conditions. PMID:25001497
Tan, Germaine Xin Yi; Jamil, Muhammad; Tee, Nicole Gui Zhen; Zhong, Liang; Yap, Choon Hwai
2015-11-01
Recent animal studies have provided evidence that prenatal blood flow fluid mechanics may play a role in the pathogenesis of congenital cardiovascular malformations. To further these researches, it is important to have an imaging technique for small animal embryos with sufficient resolution to support computational fluid dynamics studies, and that is also non-invasive and non-destructive to allow for subject-specific, longitudinal studies. In the current study, we developed such a technique, based on ultrasound biomicroscopy scans on chick embryos. Our technique included a motion cancelation algorithm to negate embryonic body motion, a temporal averaging algorithm to differentiate blood spaces from tissue spaces, and 3D reconstruction of blood volumes in the embryo. The accuracy of the reconstructed models was validated with direct stereoscopic measurements. A computational fluid dynamics simulation was performed to model fluid flow in the generated construct of a Hamburger-Hamilton (HH) stage 27 embryo. Simulation results showed that there were divergent streamlines and a low shear region at the carotid duct, which may be linked to the carotid duct's eventual regression and disappearance by HH stage 34. We show that our technique has sufficient resolution to produce accurate geometries for computational fluid dynamics simulations to quantify embryonic cardiovascular fluid mechanics.
Learning Inverse Rig Mappings by Nonlinear Regression.
Holden, Daniel; Saito, Jun; Komura, Taku
2017-03-01
We present a framework to design inverse rig-functions-functions that map low level representations of a character's pose such as joint positions or surface geometry to the representation used by animators called the animation rig. Animators design scenes using an animation rig, a framework widely adopted in animation production which allows animators to design character poses and geometry via intuitive parameters and interfaces. Yet most state-of-the-art computer animation techniques control characters through raw, low level representations such as joint angles, joint positions, or vertex coordinates. This difference often stops the adoption of state-of-the-art techniques in animation production. Our framework solves this issue by learning a mapping between the low level representations of the pose and the animation rig. We use nonlinear regression techniques, learning from example animation sequences designed by the animators. When new motions are provided in the skeleton space, the learned mapping is used to estimate the rig controls that reproduce such a motion. We introduce two nonlinear functions for producing such a mapping: Gaussian process regression and feedforward neural networks. The appropriate solution depends on the nature of the rig and the amount of data available for training. We show our framework applied to various examples including articulated biped characters, quadruped characters, facial animation rigs, and deformable characters. With our system, animators have the freedom to apply any motion synthesis algorithm to arbitrary rigging and animation pipelines for immediate editing. This greatly improves the productivity of 3D animation, while retaining the flexibility and creativity of artistic input.
Morota, Gota; Ventura, Ricardo V; Silva, Fabyano F; Koyama, Masanori; Fernando, Samodha C
2018-04-14
Precision animal agriculture is poised to rise to prominence in the livestock enterprise in the domains of management, production, welfare, sustainability, health surveillance, and environmental footprint. Considerable progress has been made in the use of tools to routinely monitor and collect information from animals and farms in a less laborious manner than before. These efforts have enabled the animal sciences to embark on information technology-driven discoveries to improve animal agriculture. However, the growing amount and complexity of data generated by fully automated, high-throughput data recording or phenotyping platforms, including digital images, sensor and sound data, unmanned systems, and information obtained from real-time noninvasive computer vision, pose challenges to the successful implementation of precision animal agriculture. The emerging fields of machine learning and data mining are expected to be instrumental in helping meet the daunting challenges facing global agriculture. Yet, their impact and potential in "big data" analysis have not been adequately appreciated in the animal science community, where this recognition has remained only fragmentary. To address such knowledge gaps, this article outlines a framework for machine learning and data mining and offers a glimpse into how they can be applied to solve pressing problems in animal sciences.
Common computational properties found in natural sensory systems
NASA Astrophysics Data System (ADS)
Brooks, Geoffrey
2009-05-01
Throughout the animal kingdom there are many existing sensory systems with capabilities desired by the human designers of new sensory and computational systems. There are a few basic design principles constantly observed among these natural mechano-, chemo-, and photo-sensory systems, principles that have been proven by the test of time. Such principles include non-uniform sampling and processing, topological computing, contrast enhancement by localized signal inhibition, graded localized signal processing, spiked signal transmission, and coarse coding, which is the computational transformation of raw data using broadly overlapping filters. These principles are outlined here with references to natural biological sensory systems as well as successful biomimetic sensory systems exploiting these natural design concepts.
Dodge, Somayeh; Bohrer, Gil; Weinzierl, Rolf P.; Davidson, Sarah C.; Kays, Roland; Douglas, David C.; Cruz, Sebastian; Han, J.; Brandes, David; Wikelski, Martin
2013-01-01
The movement of animals is strongly influenced by external factors in their surrounding environment such as weather, habitat types, and human land use. With advances in positioning and sensor technologies, it is now possible to capture animal locations at high spatial and temporal granularities. Likewise, scientists have an increasing access to large volumes of environmental data. Environmental data are heterogeneous in source and format, and are usually obtained at different spatiotemporal scales than movement data. Indeed, there remain scientific and technical challenges in developing linkages between the growing collections of animal movement data and the large repositories of heterogeneous remote sensing observations, as well as in the developments of new statistical and computational methods for the analysis of movement in its environmental context. These challenges include retrieval, indexing, efficient storage, data integration, and analytical techniques.
NASA Technical Reports Server (NTRS)
Lickly, Ben
2005-01-01
Data from all current JPL missions are stored in files called SPICE kernels. At present, animators who want to use data from these kernels have to either read through the kernels looking for the desired data, or write programs themselves to retrieve information about all the needed objects for their animations. In this project, methods of automating the process of importing the data from the SPICE kernels were researched. In particular, tools were developed for creating basic scenes in Maya, a 3D computer graphics software package, from SPICE kernels.
Aircraft Dynamic Response to Damaged and Repaired Runways.
1982-08-01
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Method for image reconstruction of moving radionuclide source distribution
Stolin, Alexander V.; McKisson, John E.; Lee, Seung Joon; Smith, Mark Frederick
2012-12-18
A method for image reconstruction of moving radionuclide distributions. Its particular embodiment is for single photon emission computed tomography (SPECT) imaging of awake animals, though its techniques are general enough to be applied to other moving radionuclide distributions as well. The invention eliminates motion and blurring artifacts for image reconstructions of moving source distributions. This opens new avenues in the area of small animal brain imaging with radiotracers, which can now be performed without the perturbing influences of anesthesia or physical restraint on the biological system.
Zhang, Chen; Sun, Chao; Gao, Liqiang; Zheng, Nenggan; Chen, Weidong; Zheng, Xiaoxiang
2013-01-01
Bio-robots based on brain computer interface (BCI) suffer from the lack of considering the characteristic of the animals in navigation. This paper proposed a new method for bio-robots' automatic navigation combining the reward generating algorithm base on Reinforcement Learning (RL) with the learning intelligence of animals together. Given the graded electrical reward, the animal e.g. the rat, intends to seek the maximum reward while exploring an unknown environment. Since the rat has excellent spatial recognition, the rat-robot and the RL algorithm can convergent to an optimal route by co-learning. This work has significant inspiration for the practical development of bio-robots' navigation with hybrid intelligence.
Tipsy punters: sauropod dinosaur pneumaticity, buoyancy and aquatic habits.
Henderson, Donald M
2004-05-07
Sauropod dinosaurs were the largest terrestrial animals to have ever existed, and are difficult to interpret as living animals owing to their lack of living descendants. With computer models that employ the basic physics of buoyancy and equilibrium, it is possible to investigate how the bodies of these animals would have reacted when immersed in water. Multi-tonne sauropods are found to be extremely buoyant and unstable in water when aspects of their probable respiratory anatomy are considered, which obviates the old problem of them being unable to breathe when fully immersed. Interpretations of 'manus-only' trackways made by floating sauropods will depend on the details of buoyancy as not all sauropods float in the same manner.
Wystrach, Antoine; Dewar, Alex; Philippides, Andrew; Graham, Paul
2016-02-01
The visual systems of animals have to provide information to guide behaviour and the informational requirements of an animal's behavioural repertoire are often reflected in its sensory system. For insects, this is often evident in the optical array of the compound eye. One behaviour that insects share with many animals is the use of learnt visual information for navigation. As ants are expert visual navigators it may be that their vision is optimised for navigation. Here we take a computational approach in asking how the details of the optical array influence the informational content of scenes used in simple view matching strategies for orientation. We find that robust orientation is best achieved with low-resolution visual information and a large field of view, similar to the optical properties seen for many ant species. A lower resolution allows for a trade-off between specificity and generalisation for stored views. Additionally, our simulations show that orientation performance increases if different portions of the visual field are considered as discrete visual sensors, each giving an independent directional estimate. This suggests that ants might benefit by processing information from their two eyes independently.
Fraser, Keith; Bruckner, Dylan M; Dordick, Jonathan S
2018-06-18
Adverse drug reactions, particularly those that result in drug-induced liver injury (DILI), are a major cause of drug failure in clinical trials and drug withdrawals. Hepatotoxicity-mediated drug attrition occurs despite substantial investments of time and money in developing cellular assays, animal models, and computational models to predict its occurrence in humans. Underperformance in predicting hepatotoxicity associated with drugs and drug candidates has been attributed to existing gaps in our understanding of the mechanisms involved in driving hepatic injury after these compounds perfuse and are metabolized by the liver. Herein we assess in vitro, in vivo (animal), and in silico strategies used to develop predictive DILI models. We address the effectiveness of several two- and three-dimensional in vitro cellular methods that are frequently employed in hepatotoxicity screens and how they can be used to predict DILI in humans. We also explore how humanized animal models can recapitulate human drug metabolic profiles and associated liver injury. Finally, we highlight the maturation of computational methods for predicting hepatotoxicity, the untapped potential of artificial intelligence for improving in silico DILI screens, and how knowledge acquired from these predictions can shape the refinement of experimental methods.
Ventilatory Patterning in a Mouse Model of Stroke
Koo, Brian B; Strohl, Kingman P; Gillombardo, Carl B; Jacono, Frank J
2010-01-01
Cheyne-Stokes respiration (CSR) is a breathing pattern characterized by waxing and waning of breath volume and frequency, and is often recognized following stroke, when causal pathways are often obscure. We used an animal model to address the hypothesis that cerebral infarction is a mechanism for producing breathing instability. Fourteen male A/J mice underwent either stroke (n=7) or sham (n=7) procedure. Ventilation was measured using whole body plethysmography. Respiratory rate (RR), tidal volume (VT) and minute ventilation (Ve) mean values and coefficient of variation were computed for ventilation and oscillatory behavior. In addition, the ventilatory data were computationally fit to models to quantify autocorrelation, mutual information, sample entropy and a nonlinear complexity index. At the same time post procedure, stroke when compared to sham animal breathing consisted of a lower RR and autocorrelation, higher coefficient of variation for VT and higher coefficient of variation for Ve. Mutual information and the nonlinear complexity index were higher in breathing following stroke which also demonstrated a waxing/waning pattern. The absence of stroke in the sham animals was verified anatomically. We conclude that ventilatory pattern following cerebral infarction demonstrated increased variability with increased nonlinear patterning and a waxing/waning pattern, consistent with CSR. PMID:20472101
Universal computing by DNA origami robots in a living animal
Levner, Daniel; Ittah, Shmulik; Abu-Horowitz, Almogit; Bachelet, Ido
2014-01-01
Biological systems are collections of discrete molecular objects that move around and collide with each other. Cells carry out elaborate processes by precisely controlling these collisions, but developing artificial machines that can interface with and control such interactions remains a significant challenge. DNA is a natural substrate for computing and has been used to implement a diverse set of mathematical problems1-3, logic circuits4-6 and robotics7-9. The molecule also naturally interfaces with living systems, and different forms of DNA-based biocomputing have previously been demonstrated10-13. Here we show that DNA origami14-16 can be used to fabricate nanoscale robots that are capable of dynamically interacting with each other17-18 in a living animal. The interactions generate logical outputs, which are relayed to switch molecular payloads on or off. As a proof-of-principle, we use the system to create architectures that emulate various logic gates (AND, OR, XOR, NAND, NOT, CNOT, and a half adder). Following an ex vivo prototyping phase, we successfully employed the DNA origami robots in living cockroaches (Blaberus discoidalis) to control a molecule that targets the cells of the animal. PMID:24705510
Molecular Imaging of Experimental Abdominal Aortic Aneurysms
Ramaswamy, Aneesh K.; Hamilton, Mark; Joshi, Rucha V.; Kline, Benjamin P.; Li, Rui; Wang, Pu; Goergen, Craig J.
2013-01-01
Current laboratory research in the field of abdominal aortic aneurysm (AAA) disease often utilizes small animal experimental models induced by genetic manipulation or chemical application. This has led to the use and development of multiple high-resolution molecular imaging modalities capable of tracking disease progression, quantifying the role of inflammation, and evaluating the effects of potential therapeutics. In vivo imaging reduces the number of research animals used, provides molecular and cellular information, and allows for longitudinal studies, a necessity when tracking vessel expansion in a single animal. This review outlines developments of both established and emerging molecular imaging techniques used to study AAA disease. Beyond the typical modalities used for anatomical imaging, which include ultrasound (US) and computed tomography (CT), previous molecular imaging efforts have used magnetic resonance (MR), near-infrared fluorescence (NIRF), bioluminescence, single-photon emission computed tomography (SPECT), and positron emission tomography (PET). Mouse and rat AAA models will hopefully provide insight into potential disease mechanisms, and the development of advanced molecular imaging techniques, if clinically useful, may have translational potential. These efforts could help improve the management of aneurysms and better evaluate the therapeutic potential of new treatments for human AAA disease. PMID:23737735
NASA Astrophysics Data System (ADS)
DiFilippo, Frank P.; Patel, Sagar
2009-06-01
A multi-pinhole collimation device for small animal single photon emission computed tomography (SPECT) uses the gamma camera detectors of a standard clinical SPECT scanner. The collimator and animal bed move independently of the detectors, and therefore their motions must be synchronized. One approach is manual triggering of the SPECT acquisition simultaneously with a programmed motion sequence for the device. However, some data blurring and loss of image quality result, and true electronic synchronization is preferred. An off-the-shelf digital gyroscope with integrated Bluetooth interface provides a wireless solution to device synchronization. The sensor attaches to the SPECT gantry and reports its rotational speed to a notebook computer controlling the device. Software processes the rotation data in real-time, averaging the signal and issuing triggers while compensating for baseline drift. Motion commands are sent to the collimation device with minimal delay, within approximately 0.5 second of the start of SPECT gantry rotation. Test scans of a point source demonstrate an increase in true counts and a reduction in background counts compared to manual synchronization. The wireless rotation sensor provides robust synchronization of the collimation device with the clinical SPECT scanner and enhances image quality.
Self-motion perception: assessment by computer-generated animations
NASA Technical Reports Server (NTRS)
Parker, D. E.; Harm, D. L.; Sandoz, G. R.; Skinner, N. C.
1998-01-01
The goal of this research is more precise description of adaptation to sensory rearrangements, including microgravity, by development of improved procedures for assessing spatial orientation perception. Thirty-six subjects reported perceived self-motion following exposure to complex inertial-visual motion. Twelve subjects were assigned to each of 3 perceptual reporting procedures: (a) animation movie selection, (b) written report selection and (c) verbal report generation. The question addressed was: do reports produced by these procedures differ with respect to complexity and reliability? Following repeated (within-day and across-day) exposures to 4 different "motion profiles," subjects either (a) selected movies presented on a laptop computer, or (b) selected written descriptions from a booklet, or (c) generated self-motion verbal descriptions that corresponded most closely with their motion experience. One "complexity" and 2 reliability "scores" were calculated. Contrary to expectations, reliability and complexity scores were essentially equivalent for the animation movie selection and written report selection procedures. Verbal report generation subjects exhibited less complexity than did subjects in the other conditions and their reports were often ambiguous. The results suggest that, when selecting from carefully written descriptions and following appropriate training, people may be better able to describe their self-motion experience with words than is usually believed.