Science.gov

Sample records for creating virtual humans

  1. Creating Interactive Virtual Humans: Some Assembly Required

    DTIC Science & Technology

    2002-08-01

    the synthetic environment. For example, Mr. Bubb of Zoesis Studios (see Figure 5) is tightly responsive to unpredictable and con- tinuous changes in...other alterna- tives is an important open problem in vir- tual human research. The future of androids remains to be seen, but realistic interactive...computer.org/intelligent 61 Figure 5. Mr. Bubb is an interactive character developed by Zoesis Studios that reacts continously to the user’s social interactions

  2. Creating virtual humans for simulation-based training and planning

    SciTech Connect

    Stansfield, S.; Sobel, A.

    1998-05-12

    Sandia National Laboratories has developed a distributed, high fidelity simulation system for training and planning small team Operations. The system provides an immersive environment populated by virtual objects and humans capable of displaying complex behaviors. The work has focused on developing the behaviors required to carry out complex tasks and decision making under stress. Central to this work are techniques for creating behaviors for virtual humans and for dynamically assigning behaviors to CGF to allow scenarios without fixed outcomes. Two prototype systems have been developed that illustrate these capabilities: MediSim, a trainer for battlefield medics and VRaptor, a system for planning, rehearsing and training assault operations.

  3. Creating virtual ARDS patients.

    PubMed

    Das, Anup; Haque, Mainul; Chikhani, Marc; Wenfei Wang; Hardman, Jonathan G; Bates, Declan G

    2016-08-01

    This paper presents the methodology used in patient-specific calibration of a novel highly integrated model of the cardiovascular and pulmonary pathophysiology associated with Acute Respiratory Distress Syndrome (ARDS). We focus on data from previously published clinical trials on the static and dynamic cardio-pulmonary responses of three ARDS patients to changes in ventilator settings. From this data, the parameters of the integrated model were identified using an optimization-based methodology in multiple stages. Computational simulations confirm that the resulting model outputs accurately reproduce the available clinical data. Our results open up the possibility of creating in silico a biobank of virtual ARDS patients that could be used to evaluate current, and investigate novel, therapeutic strategies.

  4. Creating a Virtual Gymnasium

    ERIC Educational Resources Information Center

    Fiorentino, Leah H.; Castelli, Darla

    2005-01-01

    Physical educators struggle with the challenges of assessing student performance, providing feedback about motor skills, and creating opportunities for all students to engage in game-play on a daily basis. The integration of technology in the gymnasium can address some of these challenges by improving teacher efficiency and increasing student…

  5. Creating a Virtual Gymnasium

    ERIC Educational Resources Information Center

    Fiorentino, Leah H.; Castelli, Darla

    2005-01-01

    Physical educators struggle with the challenges of assessing student performance, providing feedback about motor skills, and creating opportunities for all students to engage in game-play on a daily basis. The integration of technology in the gymnasium can address some of these challenges by improving teacher efficiency and increasing student…

  6. Creating the Virtual Middle Ground.

    ERIC Educational Resources Information Center

    Heim, Michael

    1998-01-01

    Contemporary culture exhibits an increasingly polarized spectrum of attitudes toward virtualization: those who want photorealism and those who seek sheer fantasy. This author describes "Virtual Realism," his strategy for balancing the two social forces. His students at California's Art Center College of Design are putting it to the test.…

  7. Student-Created Virtual Tours.

    ERIC Educational Resources Information Center

    Lewis, Sharon

    1995-01-01

    Describes a virtual museum tour project developed by Eastview Community School (Red Deer, Alberta) eighth grade students that used telecommunications and multimedia. Discusses the project's educational objectives, methods of collecting information, preparing hypertext documents, writing dialogue, the final presentation, and key components for a…

  8. Student-Created Virtual Tours.

    ERIC Educational Resources Information Center

    Lewis, Sharon

    1995-01-01

    Describes a virtual museum tour project developed by Eastview Community School (Red Deer, Alberta) eighth grade students that used telecommunications and multimedia. Discusses the project's educational objectives, methods of collecting information, preparing hypertext documents, writing dialogue, the final presentation, and key components for a…

  9. How to Create a Low-Cost Virtual Reality Network.

    ERIC Educational Resources Information Center

    Moore, Noel

    1993-01-01

    Describes a project which developed a shared electronic environment of virtual reality using satellite telecommunications technologies to create desktop multimedia networking. The origins of the concept of shared electronic space are explained, and the importance for human communication of sharing both audio and visual space simultaneously is…

  10. Creating an Online Library To Support a Virtual Learning Community.

    ERIC Educational Resources Information Center

    Sandelands, Eric

    1998-01-01

    International Management Centres (IMC), an independent business school, and Anbar Electronic Intelligence (AEI), a database publisher, have created a virtual library for IMC's virtual business school. Topics discussed include action learning; IMC's partnership with AEI; the virtual university model; designing virtual library resources; and…

  11. The Virtual Physiological Human

    PubMed Central

    Coveney, Peter V.; Diaz, Vanessa; Hunter, Peter; Kohl, Peter; Viceconti, Marco

    2011-01-01

    The Virtual Physiological Human is synonymous with a programme in computational biomedicine that aims to develop a framework of methods and technologies to investigate the human body as a whole. It is predicated on the transformational character of information technology, brought to bear on that most crucial of human concerns, our own health and well-being.

  12. Creating virtual environments over the Internet

    NASA Astrophysics Data System (ADS)

    Chen, Tom; Ricardo, Sendra; Young, Peter; Anderson, David; Yu, Jiang; Nagata, Shojiro

    1998-04-01

    Using Java as the implementation language and the Netscape Communicator package, a client/server environment is established to allow requests from client stations to download the selected virtual environment to be run on the client. Various security measures, such as certification, are included in the environment to ensure proper transfer of files and data packets. Once the operations in the downloaded virtual environment are completed, the environment automatically cleans up the experiment site of the client. This paper discusses the results on our experiments using this client/server environment and the experiences we had in implementing this environment.

  13. How To Create a Virtual Learning Community.

    ERIC Educational Resources Information Center

    Smith, Maureen; Newman, Ann

    1999-01-01

    Discusses situations that are ready for the formation of a learning community and suggests that virtual learning might be the answer. Offers a case study of a software-development company and explains how to set up elements on an intranet. Includes marketing tips for promoting the new learning community. (JOW)

  14. Creating a Virtual Tour of the American Indian.

    ERIC Educational Resources Information Center

    Roy, Loriene; Christal, Mark

    This paper describes how Potawatomi and Santa Clara Pueblo children came to create a virtual tour of cultural exhibits from the National Museum of the American Indian (NMAI). The first part of this paper explores the nature of museums, how people interact with them, the concept of a virtual museum, and a brief history of NMAI. In addition to three…

  15. Creating Virtual Community: Mentoring Kids with Disabilities on the Internet

    ERIC Educational Resources Information Center

    Cory, Rebecca C.; Burgstahler, Sheryl

    2007-01-01

    Students with disabilities face many barriers that cause them to be less successful than they could be. Virtual mentoring provides opportunities for employers in the community to act as mentors to the students, thereby enhancing community ties and creating positive public relations. This article explores the ways that a group electronic mentoring…

  16. Creating Virtual Community: Mentoring Kids with Disabilities on the Internet

    ERIC Educational Resources Information Center

    Cory, Rebecca C.; Burgstahler, Sheryl

    2007-01-01

    Students with disabilities face many barriers that cause them to be less successful than they could be. Virtual mentoring provides opportunities for employers in the community to act as mentors to the students, thereby enhancing community ties and creating positive public relations. This article explores the ways that a group electronic mentoring…

  17. Envisioning the Educational Possibilities of User-Created Virtual Worlds

    ERIC Educational Resources Information Center

    Antonacci, David M.; Modaress, Nellie

    2008-01-01

    Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these…

  18. Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation.

    PubMed

    Ma, Ke; Lippelt, Dominique P; Hommel, Bernhard

    2017-03-01

    Studies investigating how people represent themselves and their own body often use variants of "ownership illusions", such as the traditional rubber-hand illusion or the more recently discovered enfacement illusion. However, these examples require rather artificial experimental setups, in which the artificial effector needs to be stroked in synchrony with the participants' real hand or face-a situation in which participants have no control over the stroking or the movements of their real or artificial effector. Here, we describe a technique to establish ownership illusions in a setup that is more realistic, more intuitive, and of presumably higher ecological validity. It allows creating the virtual-hand illusion by having participants control the movements of a virtual hand presented on a screen or in virtual space in front of them. If the virtual hand moves in synchrony with the participants' own real hand, they tend to perceive the virtual hand as part of their own body. The technique also creates the virtual-face illusion by having participants control the movements of a virtual face in front of them, again with the effect that they tend to perceive the face as their own if it moves in synchrony with their real face. Studying the circumstances that illusions of this sort can be created, increased, or reduced provides important information about how people create and maintain representations of themselves.

  19. Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation

    PubMed Central

    Ma, Ke; Lippelt, Dominique P.; Hommel, Bernhard

    2017-01-01

    Studies investigating how people represent themselves and their own body often use variants of "ownership illusions", such as the traditional rubber-hand illusion or the more recently discovered enfacement illusion. However, these examples require rather artificial experimental setups, in which the artificial effector needs to be stroked in synchrony with the participants' real hand or face—a situation in which participants have no control over the stroking or the movements of their real or artificial effector. Here, we describe a technique to establish ownership illusions in a setup that is more realistic, more intuitive, and of presumably higher ecological validity. It allows creating the virtual-hand illusion by having participants control the movements of a virtual hand presented on a screen or in virtual space in front of them. If the virtual hand moves in synchrony with the participants' own real hand, they tend to perceive the virtual hand as part of their own body. The technique also creates the virtual-face illusion by having participants control the movements of a virtual face in front of them, again with the effect that they tend to perceive the face as their own if it moves in synchrony with their real face. Studying the circumstances that illusions of this sort can be created, increased, or reduced provides important information about how people create and maintain representations of themselves. PMID:28287602

  20. Creating technical heritage object replicas in a virtual environment

    NASA Astrophysics Data System (ADS)

    Egorova, Olga; Shcherbinin, Dmitry

    2016-03-01

    The paper presents innovative informatics methods for creating virtual technical heritage replicas, which are of significant scientific and practical importance not only to researchers but to the public in general. By performing 3D modeling and animation of aircrafts, spaceships, architectural-engineering buildings, and other technical objects, the process of learning is achieved while promoting the preservation of the replicas for future generations. Modern approaches based on the wide usage of computer technologies attract a greater number of young people to explore the history of science and technology and renew their interest in the field of mechanical engineering.

  1. Social facilitation effects of virtual humans.

    PubMed

    Park, Sung; Catrambone, Richard

    2007-12-01

    To investigate whether virtual humans produce social facilitation effects. When people do an easy task and another person is nearby, they tend to do that task better than when they are alone. Conversely, when people do a hard task and another person is nearby, they tend to do that task less well than when they are alone. This phenomenon is referred to in the social psychology literature as social facilitation. The present study investigated whether virtual humans can evoke a social facilitation response. Participants were given different tasks to do that varied in difficulty. The tasks involved anagrams, mazes, and modular arithmetic. They did the tasks alone, in the company of another person, or in the company of a virtual human on a computer screen. For easy tasks, performance in the virtual human condition was better than in the alone condition, and for difficult tasks, performance in the virtual human condition was worse than in the alone condition. As with a human, virtual humans can produce social facilitation. The results suggest that designers of virtual humans should be mindful about the social nature of virtual humans; a design decision as to when and how to present a virtual human should be a deliberate and informed decision. An ever-present virtual human might make learning and performance difficult for challenging tasks.

  2. An integrated pipeline to create and experience compelling scenarios in virtual reality

    NASA Astrophysics Data System (ADS)

    Springer, Jan P.; Neumann, Carsten; Reiners, Dirk; Cruz-Neira, Carolina

    2011-03-01

    One of the main barriers to create and use compelling scenarios in virtual reality is the complexity and time-consuming efforts for modeling, element integration, and the software development to properly display and interact with the content in the available systems. Still today, most virtual reality applications are tedious to create and they are hard-wired to the specific display and interaction system available to the developers when creating the application. Furthermore, it is not possible to alter the content or the dynamics of the content once the application has been created. We present our research on designing a software pipeline that enables the creation of compelling scenarios with a fair degree of visual and interaction complexity in a semi-automated way. Specifically, we are targeting drivable urban scenarios, ranging from large cities to sparsely populated rural areas that incorporate both static components (e. g., houses, trees) and dynamic components (e. g., people, vehicles) as well as events, such as explosions or ambient noise. Our pipeline has four basic components. First, an environment designer, where users sketch the overall layout of the scenario, and an automated method constructs the 3D environment from the information in the sketch. Second, a scenario editor used for authoring the complete scenario, incorporate the dynamic elements and events, fine tune the automatically generated environment, define the execution conditions of the scenario, and set up any data gathering that may be necessary during the execution of the scenario. Third, a run-time environment for different virtual-reality systems provides users with the interactive experience as designed with the designer and the editor. And fourth, a bi-directional monitoring system that allows for capturing and modification of information from the virtual environment. One of the interesting capabilities of our pipeline is that scenarios can be built and modified on-the-fly as they are

  3. Virtual patient: a photo-real virtual human for VR-based therapy.

    PubMed

    Kiss, Bernadette; Benedek, Balázs; Szijártó, Gábor; Csukly, Gábor; Simon, Lajos; Takács, Barnabás

    2004-01-01

    A high fidelity Virtual Human Interface (VHI) system was developed using low-cost and portable computers. The system features real-time photo-realistic digital replicas of multiple individuals capable of talking, acting and showing emotions and over 60 different facial expressions. These virtual patients appear in a high-performance virtual reality environment featuring full panoramic backgrounds, animated 3D objects, behavior and AI models, a complete vision system for supporting interaction and advanced animation interfaces. The VHI takes advantage of the latest advances in computer graphics. As such, it allows medical researchers and practitioners to create real-time responsive virtual humans for their experiments using computer systems priced under $2000.

  4. Virtual human versus human administration of photographic lineups.

    PubMed

    Daugherty, Brent; Babu, Sabarish; Wallendael, Lori Van; Cutler, Brian; Hodges, Larry F

    2008-01-01

    One solution to mistaken identification by a crime's victims and eyewitnesses is to use a virtual officer to conduct identification procedures. Results from a study comparing a virtual officer with a live human investigator indicate that the virtual officer performs comparably to the human in terms of identification accuracy, emotional affect, and ease of use.

  5. Creating Virtual Classrooms for Rural and Remote Communities

    ERIC Educational Resources Information Center

    Rao, Kavita; Eady, Michelle; Edelen-Smith, Patricia

    2011-01-01

    Students in remote communities face many challenges to get an education. This is especially true for indigenous and native people. To train teachers for these populations, the authors used web-based conferencing, which avoids some of the technological challenges of communicating with students in these communities. The virtual classes also were…

  6. Creating a Virtual Learning Environment for Gifted and Talented Learners

    ERIC Educational Resources Information Center

    Mulrine, Christopher F.

    2007-01-01

    This article illustrates how teachers can infuse best practices from both gifted and talented education and information technology to benefit gifted and talented students through the creation of a virtual classroom learning environment. The author has used this assignment in an assistive technology course as an assignment for teacher preparation…

  7. Creating a Web-based Virtual Tour at Purdue University.

    ERIC Educational Resources Information Center

    Mohler, James L.

    2000-01-01

    Describes planning, development, implementation, and features of a Web-based "virtual tour" information and marketing resource developed at Purdue University (West Lafayette, Indiana). The result is an interactive campus map that provides information about the various campus buildings using text, photographs, and movie clips. (DB)

  8. Rurality to Virtuality: Creating a Community of Practice

    ERIC Educational Resources Information Center

    Hill, Tracy A.

    2013-01-01

    In recent years, enrollment and overall student performance in rural schools have declined. Research shows that principals are critical to the success of a school system and that implementing a virtual community of practice (CoP) at the principal level has solved some of the issues associated with rurality in some organizations. Such…

  9. Electronic Communication Training: Reconciling Gaps Created by the Virtual Office.

    ERIC Educational Resources Information Center

    Hartman, Jackie L. Jankovich; Ogden, Brenda K.; Geroy, Gary D.

    2001-01-01

    Discusses gaps between traditional and virtual organizational environments and suggests that electronic communication training is necessary to lessen the chance for unclear messages, to enhance faceless interactions, and avoid communication overload. Topics include interpersonal skills; verbal and nonverbal communication competencies; written…

  10. Integrating multi-scale data to create a virtual physiological mouse heart.

    PubMed

    Land, Sander; Niederer, Steven A; Louch, William E; Sejersted, Ole M; Smith, Nicolas P

    2013-04-06

    While the virtual physiological human (VPH) project has made great advances in human modelling, many of the tools and insights developed as part of this initiative are also applicable for facilitating mechanistic understanding of the physiology of a range of other species. This process, in turn, has the potential to provide human relevant insights via a different scientific path. Specifically, the increasing use of mice in experimental research, not yet fully complemented by a similar increase in computational modelling, is currently missing an important opportunity for using and interpreting this growing body of experimental data to improve our understanding of cardiac function. This overview describes our work to address this issue by creating a virtual physiological mouse model of the heart. We describe the similarities between human- and mouse-focused modelling, including the reuse of VPH tools, and the development of methods for investigating parameter sensitivity that are applicable across species. We show how previous results using this approach have already provided important biological insights, and how these can also be used to advance VPH heart models. Finally, we show an example application of this approach to test competing multi-scale hypotheses by investigating variations in length-dependent properties of cardiac muscle.

  11. Integrating multi-scale data to create a virtual physiological mouse heart

    PubMed Central

    Land, Sander; Niederer, Steven A.; Louch, William E.; Sejersted, Ole M.; Smith, Nicolas P.

    2013-01-01

    While the virtual physiological human (VPH) project has made great advances in human modelling, many of the tools and insights developed as part of this initiative are also applicable for facilitating mechanistic understanding of the physiology of a range of other species. This process, in turn, has the potential to provide human relevant insights via a different scientific path. Specifically, the increasing use of mice in experimental research, not yet fully complemented by a similar increase in computational modelling, is currently missing an important opportunity for using and interpreting this growing body of experimental data to improve our understanding of cardiac function. This overview describes our work to address this issue by creating a virtual physiological mouse model of the heart. We describe the similarities between human- and mouse-focused modelling, including the reuse of VPH tools, and the development of methods for investigating parameter sensitivity that are applicable across species. We show how previous results using this approach have already provided important biological insights, and how these can also be used to advance VPH heart models. Finally, we show an example application of this approach to test competing multi-scale hypotheses by investigating variations in length-dependent properties of cardiac muscle. PMID:24427525

  12. Virtual physiological human: training challenges.

    PubMed

    Lawford, Patricia V; Narracott, Andrew V; McCormack, Keith; Bisbal, Jesus; Martin, Carlos; Bijnens, Bart; Brook, Bindi; Zachariou, Margarita; Freixa, Jordi Villà I; Kohl, Peter; Fletcher, Katherine; Diaz-Zuccarini, Vanessa

    2010-06-28

    The virtual physiological human (VPH) initiative encompasses a wide range of activities, including structural and functional imaging, data mining, knowledge discovery tool and database development, biomedical modelling, simulation and visualization. The VPH community is developing from a multitude of relatively focused, but disparate, research endeavours into an integrated effort to bring together, develop and translate emerging technologies for application, from academia to industry and medicine. This process initially builds on the evolution of multi-disciplinary interactions and abilities, but addressing the challenges associated with the implementation of the VPH will require, in the very near future, a translation of quantitative changes into a new quality of highly trained multi-disciplinary personnel. Current strategies for undergraduate and on-the-job training may soon prove insufficient for this. The European Commission seventh framework VPH network of excellence is exploring this emerging need, and is developing a framework of novel training initiatives to address the predicted shortfall in suitably skilled VPH-aware professionals. This paper reports first steps in the implementation of a coherent VPH training portfolio.

  13. Creating a semantic-web interface with virtual reality

    NASA Astrophysics Data System (ADS)

    Cleary, David C.; O'Donoghue, Diarmuid

    2001-07-01

    Novel initiatives amongst the Internet community such as Internet2 and Qbone are based on the use of high bandwidth and powerful computers. However the experience amongst the majority of Internet users is light-years from these emerging technologies. We describe the construction of a distributed high performance search engine, utilising advanced threading techniques on a diskless Linux cluster. The resulting Virtual Reality scene is pass to the client machine for viewing. This search engine bridges the gap between the Internet of today, and the Internet of the future.

  14. The assessment of virtual reality for human anatomy instruction

    NASA Technical Reports Server (NTRS)

    Benn, Karen P.

    1994-01-01

    This research project seeks to meet the objective of science training by developing, assessing, and validating virtual reality as a human anatomy training medium. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment the traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three dimensional, unlike the one dimensional depiction found in textbooks and the two dimensional depiction found on the computer. Virtual reality is a breakthrough technology that allows one to step through the computer screen into a three dimensional world. This technology offers many opportunities to enhance science education. Therefore, a virtual testing environment of the abdominopelvic region of a human cadaver was created to study the placement of body parts within the nine anatomical divisions of the abdominopelvic region and the four abdominal quadrants.

  15. Creating pathology models from MRI data: a comparison of virtual 3D modelling and rapid prototyping techniques.

    PubMed

    Challoner, Alexandra; Erolin, Caroline

    2013-06-01

    This paper discusses a pilot study in collaboration between the Centre for Anatomy and Human Identification and the Pathology Department at Ninewells Hospital, Dundee. Anonymised patient MRI data depicting renal cancer was used to create a virtual 3D model and two rapid prototype models of the kidneys and surrounding anatomy. A questionnaire was conducted to collect feedback from tutors and students in order to evaluate the models and determine user preference. It was found that the majority preferred the physical models to the virtual model.

  16. MASCARET: creating virtual learning environments from system modelling

    NASA Astrophysics Data System (ADS)

    Querrec, Ronan; Vallejo, Paola; Buche, Cédric

    2013-03-01

    The design process for a Virtual Learning Environment (VLE) such as that put forward in the SIFORAS project (SImulation FOR training and ASsistance) means that system specifications can be differentiated from pedagogical specifications. System specifications can also be obtained directly from the specialists' expertise; that is to say directly from Product Lifecycle Management (PLM) tools. To do this, the system model needs to be considered as a piece of VLE data. In this paper we present Mascaret, a meta-model which can be used to represent such system models. In order to ensure that the meta-model is capable of describing, representing and simulating such systems, MASCARET is based SysML1, a standard defined by Omg.

  17. Human rights monitoring in virtual community.

    PubMed

    El Morr, Christo

    2012-01-01

    Holistic disability rights monitoring is essential in order to translate rights on paper into rights in reality for people with disabilities. At the same time, evidence-based knowledge produced through holistic monitoring has to be made accessible to a broad range of groups - researchers, representatives of disability community, people with disabilities, the media, policy makers, general public - and also has to contribute to building capacity within disability community around human rights issues. This article focuses on the design process of a complex Virtual Knowledge Network (VKN) as an operational tool to support mobilization and dissemination of evidence-based knowledge produced by the Disability Rights Promotion International Canada (DRPI-Canada) project. This tool is embedded in the more general framework of the project grounded in a human rights approach to disability and that acknowledges the importance of creating knowledgeable communities in order to make the disability rights monitoring efforts sustainable, advancing thus the decision making process in Canada in order to enhance the quality of life of people with disabilities.

  18. Creating a Virtual Seismologist for Seismic Early Warning

    NASA Astrophysics Data System (ADS)

    Heaton, T. H.; Cua, G.; Yamada, M.

    2005-12-01

    Earthquakes share some aspects with meteorological natural disasters; they both evolve from an initial small state into what may become a major disaster. For instance, hurricanes develop over days and scientists and emergency managers must make response decisions as the storm progresses. If earthquakes occurred over similar time scales, seismologists could make similar analyses . " an earthquake started on the San Andreas fault near Parkfield yesterday and it is proceeding towards the Los Angeles area. It is scheduled to arrive in Los Angeles later today and we suggest that citizens move to open ground." Unhappily, earthquakes happen much faster. What are the prospects for automating the type of common sense analysis used in hurricane tracking to the earthquake problem? VS (the virtual seismologist) is a new paradigm for event identification modeled on the thought process of experienced seismologists; it uses a Bayesian framework for the integration of information existing prior to the earthquake (e.g. seismicity in preceding days, the current topology of the seismic network, etc.) together with a data set that is increasing with time as the earthquake proceeds. The goal is to provide the best characterization of the earthquake with the data that is available at any time. This characterization includes uncertainty estimates associated with the corresponding estimated location and magnitude. Formal parameterization of uncertainty is critical for appropriate decision making on the part of specific applications. That is, response decisions must be made in the context of the cost of initiating an action (for both real and false alarms) compared to the benefit of taking some action when appropriate. The Bayesian framework allows a continuous update of the likely source parameters, including updates of uncertainty. The VS method is described in considerable detail in Cua's Ph.D. thesis (http://etd.caltech.edu/etd/available/etd-02092005-125601/). We will also discuss

  19. Sense of presence and anxiety during virtual social interactions between a human and virtual humans

    PubMed Central

    Brinkman, Willem-Paul; Hartanto, Dwi; Emmelkamp, Paul M.G.

    2014-01-01

    Virtual reality exposure therapy (VRET) has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using different virtual reality displays. A non-clinical sample of 38 participants was randomly assigned to either a head-mounted display (HMD) with motion tracker and sterescopic view condition or a one-screen projection-based virtual reality display condition. Participants in both conditions engaged in free speech dialogues with virtual humans controlled by research assistants. It was hypothesized that exposure to virtual social interactions will elicit moderate levels of sense of presence and anxiety in both groups. Further it was expected that participants in the HMD condition will report higher scores of sense of presence and anxiety than participants in the one-screen projection-based display condition. Results revealed that in both conditions virtual social interactions were associated with moderate levels of sense of presence and anxiety. Additionally, participants in the HMD condition reported significantly higher levels of presence than those in the one-screen projection-based display condition (p = .001). However, contrary to the expectations neither the average level of anxiety nor the highest level of anxiety during exposure to social virtual environments differed between the groups (p = .97 and p = .75, respectively). The findings suggest that virtual social interactions can be successfully applied in VRET to enhance sense of presence and anxiety. Furthermore, our results indicate that one-screen projection-based displays can successfully activate levels of anxiety in

  20. The Virtual Physiological Human ToolKit.

    PubMed

    Cooper, Jonathan; Cervenansky, Frederic; De Fabritiis, Gianni; Fenner, John; Friboulet, Denis; Giorgino, Toni; Manos, Steven; Martelli, Yves; Villà-Freixa, Jordi; Zasada, Stefan; Lloyd, Sharon; McCormack, Keith; Coveney, Peter V

    2010-08-28

    The Virtual Physiological Human (VPH) is a major European e-Science initiative intended to support the development of patient-specific computer models and their application in personalized and predictive healthcare. The VPH Network of Excellence (VPH-NoE) project is tasked with facilitating interaction between the various VPH projects and addressing issues of common concern. A key deliverable is the 'VPH ToolKit'--a collection of tools, methodologies and services to support and enable VPH research, integrating and extending existing work across Europe towards greater interoperability and sustainability. Owing to the diverse nature of the field, a single monolithic 'toolkit' is incapable of addressing the needs of the VPH. Rather, the VPH ToolKit should be considered more as a 'toolbox' of relevant technologies, interacting around a common set of standards. The latter apply to the information used by tools, including any data and the VPH models themselves, and also to the naming and categorizing of entities and concepts involved. Furthermore, the technologies and methodologies available need to be widely disseminated, and relevant tools and services easily found by researchers. The VPH-NoE has thus created an online resource for the VPH community to meet this need. It consists of a database of tools, methods and services for VPH research, with a Web front-end. This has facilities for searching the database, for adding or updating entries, and for providing user feedback on entries. Anyone is welcome to contribute.

  1. Estimating the gaze of a virtuality human.

    PubMed

    Roberts, David J; Rae, John; Duckworth, Tobias W; Moore, Carl M; Aspin, Rob

    2013-04-01

    The aim of our experiment is to determine if eye-gaze can be estimated from a virtuality human: to within the accuracies that underpin social interaction; and reliably across gaze poses and camera arrangements likely in every day settings. The scene is set by explaining why Immersive Virtuality Telepresence has the potential to meet the grand challenge of faithfully communicating both the appearance and the focus of attention of a remote human participant within a shared 3D computer-supported context. Within the experiment n=22 participants rotated static 3D virtuality humans, reconstructed from surround images, until they felt most looked at. The dependent variable was absolute angular error, which was compared to that underpinning social gaze behaviour in the natural world. Independent variables were 1) relative orientations of eye, head and body of captured subject; and 2) subset of cameras used to texture the form. Analysis looked for statistical and practical significance and qualitative corroborating evidence. The analysed results tell us much about the importance and detail of the relationship between gaze pose, method of video based reconstruction, and camera arrangement. They tell us that virtuality can reproduce gaze to an accuracy useful in social interaction, but with the adopted method of Video Based Reconstruction, this is highly dependent on combination of gaze pose and camera arrangement. This suggests changes in the VBR approach in order to allow more flexible camera arrangements. The work is of interest to those wanting to support expressive meetings that are both socially and spatially situated, and particular those using or building Immersive Virtuality Telepresence to accomplish this. It is also of relevance to the use of virtuality humans in applications ranging from the study of human interactions to gaming and the crossing of the stage line in films and TV.

  2. Virtual Reality Educational Tool for Human Anatomy.

    PubMed

    Izard, Santiago González; Juanes Méndez, Juan A; Palomera, Pablo Ruisoto

    2017-05-01

    Virtual Reality is becoming widespread in our society within very different areas, from industry to entertainment. It has many advantages in education as well, since it allows visualizing almost any object or going anywhere in a unique way. We will be focusing on medical education, and more specifically anatomy, where its use is especially interesting because it allows studying any structure of the human body by placing the user inside each one. By allowing virtual immersion in a body structure such as the interior of the cranium, stereoscopic vision goggles make these innovative teaching technologies a powerful tool for training in all areas of health sciences. The aim of this study is to illustrate the teaching potential of applying Virtual Reality in the field of human anatomy, where it can be used as a tool for education in medicine. A Virtual Reality Software was developed as an educational tool. This technological procedure is based entirely on software which will run in stereoscopic goggles to give users the sensation of being in a virtual environment, clearly showing the different bones and foramina which make up the cranium, and accompanied by audio explanations. Throughout the results the structure of the cranium is described in detailed from both inside and out. Importance of an exhaustive morphological knowledge of cranial fossae is further discussed. Application for the design of microsurgery is also commented.

  3. The Human Element in the Virtual Library.

    ERIC Educational Resources Information Center

    Saunders, Laverna M.

    1999-01-01

    Introduces the concept of the virtual library and explores how the increasing reliance on computers and digital information has affected library users and staff. Discusses users' expectations, democratization of access, human issues, organizational change, technostress, ergonomics, assessment, and strategies for success and survival. Contains 35…

  4. Physical environment virtualization for human activities recognition

    NASA Astrophysics Data System (ADS)

    Poshtkar, Azin; Elangovan, Vinayak; Shirkhodaie, Amir; Chan, Alex; Hu, Shuowen

    2015-05-01

    Human activity recognition research relies heavily on extensive datasets to verify and validate performance of activity recognition algorithms. However, obtaining real datasets are expensive and highly time consuming. A physics-based virtual simulation can accelerate the development of context based human activity recognition algorithms and techniques by generating relevant training and testing videos simulating diverse operational scenarios. In this paper, we discuss in detail the requisite capabilities of a virtual environment to aid as a test bed for evaluating and enhancing activity recognition algorithms. To demonstrate the numerous advantages of virtual environment development, a newly developed virtual environment simulation modeling (VESM) environment is presented here to generate calibrated multisource imagery datasets suitable for development and testing of recognition algorithms for context-based human activities. The VESM environment serves as a versatile test bed to generate a vast amount of realistic data for training and testing of sensor processing algorithms. To demonstrate the effectiveness of VESM environment, we present various simulated scenarios and processed results to infer proper semantic annotations from the high fidelity imagery data for human-vehicle activity recognition under different operational contexts.

  5. The Human Element in the Virtual Library.

    ERIC Educational Resources Information Center

    Saunders, Laverna M.

    1999-01-01

    Introduces the concept of the virtual library and explores how the increasing reliance on computers and digital information has affected library users and staff. Discusses users' expectations, democratization of access, human issues, organizational change, technostress, ergonomics, assessment, and strategies for success and survival. Contains 35…

  6. Creating humans: an ethical study of human cloning.

    PubMed

    Haman, K H

    2001-01-01

    What does it mean to clone an individual? A clone is created directly from the cells of one individual through several different mechanisms. The most popular of these mechanisms, which created Dolly, is Somatic Cell Nuclear Transfer. It is this type that is predicted to accomplish the feat of cloning a human. With the increasing amount of technology readily available the ethical questions regarding human cloning must be addressed.

  7. Human-Computer Interaction and Virtual Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K. (Compiler)

    1995-01-01

    The proceedings of the Workshop on Human-Computer Interaction and Virtual Environments are presented along with a list of attendees. The objectives of the workshop were to assess the state-of-technology and level of maturity of several areas in human-computer interaction and to provide guidelines for focused future research leading to effective use of these facilities in the design/fabrication and operation of future high-performance engineering systems.

  8. Virtual reality: Avatars in human spaceflight training

    NASA Astrophysics Data System (ADS)

    Osterlund, Jeffrey; Lawrence, Brad

    2012-02-01

    With the advancements in high spatial and temporal resolution graphics, along with advancements in 3D display capabilities to model, simulate, and analyze human-to-machine interfaces and interactions, the world of virtual environments is being used to develop everything from gaming, movie special affects and animations to the design of automobiles. The use of multiple object motion capture technology and digital human tools in aerospace has demonstrated to be a more cost effective alternative to the cost of physical prototypes, provides a more efficient, flexible and responsive environment to changes in the design and training, and provides early human factors considerations concerning the operation of a complex launch vehicle or spacecraft. United Space Alliance (USA) has deployed this technique and tool under Research and Development (R&D) activities on both spacecraft assembly and ground processing operations design and training on the Orion Crew Module. USA utilizes specialized products that were chosen based on functionality, including software and fixed based hardware (e.g., infrared and visible red cameras), along with cyber gloves to ensure fine motor dexterity of the hands. The key findings of the R&D were: mock-ups should be built to not obstruct cameras from markers being tracked; a mock-up toolkit be assembled to facilitate dynamic design changes; markers should be placed in accurate positions on humans and flight hardware to help with tracking; 3D models used in the virtual environment be striped of non-essential data; high computational capable workstations are required to handle the large model data sets; and Technology Interchange Meetings with vendors and other industries also utilizing virtual reality applications need to occur on a continual basis enabling USA to maintain its leading edge within this technology. Parameters of interest and benefit in human spaceflight simulation training that utilizes virtual reality technologies are to

  9. Scripting human animations in a virtual environment

    NASA Technical Reports Server (NTRS)

    Goldsby, Michael E.; Pandya, Abhilash K.; Maida, James C.

    1994-01-01

    The current deficiencies of virtual environment (VE) are well known: annoying lag time in drawing the current view, drastically simplified environments to reduce that time lag, low resolution and narrow field of view. Animation scripting is an application of VE technology which can be carried out successfully despite these deficiencies. The final product is a smoothly moving high resolution animation displaying detailed models. In this system, the user is represented by a human computer model with the same body proportions. Using magnetic tracking, the motions of the model's upper torso, head and arms are controlled by the user's movements (18 degrees of freedom). The model's lower torso and global position and orientation are controlled by a spaceball and keypad (12 degrees of freedom). Using this system human motion scripts can be extracted from the user's movements while immersed in a simplified virtual environment. Recorded data is used to define key frames; motion is interpolated between them and post processing adds a more detailed environment. The result is a considerable savings in time and a much more natural-looking movement of a human figure in a smooth and seamless animation.

  10. A Virtual Campus Based on Human Factor Engineering

    ERIC Educational Resources Information Center

    Yang, Yuting; Kang, Houliang

    2014-01-01

    Three Dimensional or 3D virtual reality has become increasingly popular in many areas, especially in building a digital campus. This paper introduces a virtual campus, which is based on a 3D model of The Tourism and Culture College of Yunnan University (TCYU). Production of the virtual campus was aided by Human Factor and Ergonomics (HF&E), an…

  11. A Virtual Campus Based on Human Factor Engineering

    ERIC Educational Resources Information Center

    Yang, Yuting; Kang, Houliang

    2014-01-01

    Three Dimensional or 3D virtual reality has become increasingly popular in many areas, especially in building a digital campus. This paper introduces a virtual campus, which is based on a 3D model of The Tourism and Culture College of Yunnan University (TCYU). Production of the virtual campus was aided by Human Factor and Ergonomics (HF&E), an…

  12. Inverse focusing inside turbid media by creating an opposite virtual objective.

    PubMed

    Yu, Yeh-Wei; Chen, Szu-Yu; Lin, Che-Chu; Sun, Ching-Cherng

    2016-07-11

    Limited by the penetration depth, imaging of thick bio-tissues can be achieved only by epi-detection geometry. Applications based on forward-emitted signals or bidirectional illumination are restricted by lack of an opposite objective. A method for creating an opposite virtual objective inside thick media through phase conjugation was first proposed. Under forward illumination, the backward scattering light from the media was collected to generate a phase conjugate wave, which was sent back to the media and formed an inverse focusing light. Samples combined with a diffuser or a mouse skin were used as specimens. Inverse focusing was successfully demonstrated by applying holography-based optical phase conjugation with a BaTiO3. This result indicates the capability to create an opposite virtual objective inside live tissues. The proposed method is compatible with current coherent imaging and super-resolution imaging technologies. It creates a possible way for forward-emitted signals collection and bidirectional illumination in thick specimens.

  13. Creating a virtual community of learning predicated on medical student learning styles.

    PubMed

    McGowan, Julie; Abrams, Matthew; Frank, Mark; Bangert, Michael

    2003-01-01

    To create a virtual community of learning within the Indiana University School of Medicine, learning tools were developed within ANGEL to meet the learning needs and habits of the medical students. Determined by student feedback, the integration of digital audio recordings of class lectures into the course management content with several possible outputs was paramount. The other components included electronic enhancement of old exams and providing case-based tutorials within the ANGEL framework. Students are using the curriculum management system more. Faculty feel more secure about their intellectual property because of the authentication and security offered through the ANGEL system. The technology applications were comparatively easy to create and manage. The return on investment, particularly for the digital audio recording component, has been substantial. By considering student learning styles, extant curriculum management systems can be enhanced to facilitate student learning within an electronic environment.

  14. Creating a Virtual Community of Learning Predicated on Medical Student Learning Styles

    PubMed Central

    McGowan, Julie; Abrams, Matthew; Frank, Mark; Bangert, Michael

    2003-01-01

    To create a virtual community of learning within the Indiana University School of Medicine, learning tools were developed within ANGEL to meet the learning needs and habits of the medical students. Methods Determined by student feedback, the integration of digital audio recordings of class lectures into the course management content with several possible outputs was paramount. The other components included electronic enhancement of old exams and providing case-based tutorials within the ANGEL framework. Results Students are using the curriculum management system more. Faculty feel more secure about their intellectual property because of the authentication and security offered through the ANGEL system. The technology applications were comparatively easy to create and manage. The return on investment, particularly for the digital audio recording component, has been substantial. Conclusion By considering student learning styles, extant curriculum management systems can be enhanced to facilitate student learning within an electronic environment. PMID:14728210

  15. Human Factors in Virtual Reality Development

    NASA Technical Reports Server (NTRS)

    Kaiser, Mary K.; Proffitt, Dennis R.; Null, Cynthia H. (Technical Monitor)

    1995-01-01

    This half-day tutorial will provide an overview of basic perceptual functioning as it relates to the design of virtual environment systems. The tutorial consists of three parts. First, basic issues in visual perception will be presented, including discussions of the visual sensations of brightness and color, and the visual perception of depth relationships in three-dimensional space (with a special emphasis on motion -specified depth). The second section will discuss the importance of conducting human-factors user studies and evaluations. Examples and suggestions on how best to get help with user studies will be provided. Finally, we will discuss how, by drawing on their complementary competencies, perceptual psychologists and computer engineers can work as a team to develop optimal VR systems, technologies, and techniques.

  16. Human Factors in Virtual Reality Development

    NASA Technical Reports Server (NTRS)

    Kaiser, Mary K.; Proffitt, Dennis R.; Null, Cynthia H. (Technical Monitor)

    1995-01-01

    This half-day tutorial will provide an overview of basic perceptual functioning as it relates to the design of virtual environment systems. The tutorial consists of three parts. First, basic issues in visual perception will be presented, including discussions of the visual sensations of brightness and color, and the visual perception of depth relationships in three-dimensional space (with a special emphasis on motion -specified depth). The second section will discuss the importance of conducting human-factors user studies and evaluations. Examples and suggestions on how best to get help with user studies will be provided. Finally, we will discuss how, by drawing on their complementary competencies, perceptual psychologists and computer engineers can work as a team to develop optimal VR systems, technologies, and techniques.

  17. SantosTM: A New Generation of Virtual Humans

    DTIC Science & Technology

    2005-04-01

    Generation of Virtual Humans Jingzhou Yang, Tim Marler , HyungJoo Kim, Kimberly Farrell, Anith Mathai, Steven Beck, Karim Abdel-Malek and Jasbir Arora...2005-01-1407 SantosTM: A New Generation of Virtual Humans Jingzhou Yang, Tim Marler , HyungJoo Kim, Kimberly Farrell

  18. How Health Care Professionals Use Social Media to Create Virtual Communities: An Integrative Review.

    PubMed

    Rolls, Kaye; Hansen, Margaret; Jackson, Debra; Elliott, Doug

    2016-06-16

    =4). Evaluation using related theories of "planned behavior" and the "technology acceptance model" (n=3) suggests that social media use is mediated by an individual's positive attitude toward and accessibility of the media, which is reinforced by credible peers. The most common reason to establish a virtual community was to create a forum where relevant specialty knowledge could be shared and professional issues discussed (n=17). Most members demonstrated low posting behaviors but more frequent reading or accessing behaviors. The most common Web-based activity was request for and supply of specialty-specific clinical information. This knowledge sharing is facilitated by a Web-based culture of collectivism, reciprocity, and a respectful noncompetitive environment. Findings suggest that health care professionals view virtual communities as valuable knowledge portals for sourcing clinically relevant and quality information that enables them to make more informed practice decisions. There is emerging evidence that health care professionals use social media to develop virtual communities to share domain knowledge. These virtual communities, however, currently reflect tribal behaviors of clinicians that may continue to limit knowledge sharing. Further research is required to evaluate the effects of social media on knowledge distribution in clinical practice and importantly whether patient outcomes are significantly improved.

  19. How Health Care Professionals Use Social Media to Create Virtual Communities: An Integrative Review

    PubMed Central

    2016-01-01

    target group ranged from 1.6% to 29% (n=4). Evaluation using related theories of “planned behavior” and the “technology acceptance model” (n=3) suggests that social media use is mediated by an individual’s positive attitude toward and accessibility of the media, which is reinforced by credible peers. The most common reason to establish a virtual community was to create a forum where relevant specialty knowledge could be shared and professional issues discussed (n=17). Most members demonstrated low posting behaviors but more frequent reading or accessing behaviors. The most common Web-based activity was request for and supply of specialty-specific clinical information. This knowledge sharing is facilitated by a Web-based culture of collectivism, reciprocity, and a respectful noncompetitive environment. Findings suggest that health care professionals view virtual communities as valuable knowledge portals for sourcing clinically relevant and quality information that enables them to make more informed practice decisions. Conclusions There is emerging evidence that health care professionals use social media to develop virtual communities to share domain knowledge. These virtual communities, however, currently reflect tribal behaviors of clinicians that may continue to limit knowledge sharing. Further research is required to evaluate the effects of social media on knowledge distribution in clinical practice and importantly whether patient outcomes are significantly improved. PMID:27328967

  20. Human Resource Management in Virtual Organizations. Research in Human Resource Management Series.

    ERIC Educational Resources Information Center

    Heneman, Robert L., Ed.; Greenberger, David B., Ed.

    This document contains 14 papers on human resources (HR) and human resource management (HRM) in virtual organizations. The following papers are included: "Series Preface" (Rodger Griffeth); "Volume Preface" (Robert L. Heneman, David B. Greenberger); "The Virtual Organization: Definition, Description, and…

  1. Human Resource Management in Virtual Organizations. Research in Human Resource Management Series.

    ERIC Educational Resources Information Center

    Heneman, Robert L., Ed.; Greenberger, David B., Ed.

    This document contains 14 papers on human resources (HR) and human resource management (HRM) in virtual organizations. The following papers are included: "Series Preface" (Rodger Griffeth); "Volume Preface" (Robert L. Heneman, David B. Greenberger); "The Virtual Organization: Definition, Description, and…

  2. Creating the New Profession: The Human Services

    ERIC Educational Resources Information Center

    Sunderland, Stephen C.

    1975-01-01

    A demand is issued for the establishment of a new profession of human services, outlining its assumptions based on a client/consumer/citizen model of service delivery. The reworking of cherished myths concerning concepts of unique professional knowledge, practictioner autonomy, and ideal models of service are illustrated with examples drawn from…

  3. Project ATHENA Creates Surrogate Human Organ Systems

    ScienceCinema

    MacQueen, Luke; Knospel, Fanny; Sherrod, Stacy; Iyer, Rashi

    2016-07-12

    The development of miniature surrogate human organs, coupled with highly sensitive mass spectrometry technologies, could one day revolutionize the way new drugs and toxic agents are studied. “By developing this ‘homo minutus,’ we are stepping beyond the need for animal or Petri dish testing: There are huge benefits in developing drug and toxicity analysis systems that can mimic the response of actual human organs,” said Rashi Iyer, a senior scientist at Los Alamos National Laboratory. ATHENA, the Advanced Tissue-engineered Human Ectypal Network Analyzer project team, is nearing the full integration of four human organ constructs — liver, heart, lung and kidney — each organ component is about the size of a smartphone screen, and the whole ATHENA “body” of interconnected organs will fit neatly on a desk. A new video available on the Los Alamos National Laboratory YouTube channel updates the ATHENA project as it begins to integrate the various organ systems into a single system (link to video here). Some 40 percent of pharmaceuticals fail their clinical trials and there are thousands of chemicals whose effects on humans are simply unknown. Providing a realistic, cost-effective and rapid screening system such as ATHENA with high-throughput capabilities could provide major benefits to the medical field, screening more accurately and offering a greater chance of clinical trial success. ATHENA is funded by the Defense Threat Reduction Agency (DTRA) and is a collaboration of Los Alamos National Laboratory, Harvard University, Vanderbilt University, Charité Universitätsmedizin, Berlin, Germany, CFD Research Corporation, and the University of California San Francisco.

  4. Project ATHENA Creates Surrogate Human Organ Systems

    SciTech Connect

    MacQueen, Luke; Knospel, Fanny; Sherrod, Stacy; Iyer, Rashi

    2015-06-15

    The development of miniature surrogate human organs, coupled with highly sensitive mass spectrometry technologies, could one day revolutionize the way new drugs and toxic agents are studied. “By developing this ‘homo minutus,’ we are stepping beyond the need for animal or Petri dish testing: There are huge benefits in developing drug and toxicity analysis systems that can mimic the response of actual human organs,” said Rashi Iyer, a senior scientist at Los Alamos National Laboratory. ATHENA, the Advanced Tissue-engineered Human Ectypal Network Analyzer project team, is nearing the full integration of four human organ constructs — liver, heart, lung and kidney — each organ component is about the size of a smartphone screen, and the whole ATHENA “body” of interconnected organs will fit neatly on a desk. A new video available on the Los Alamos National Laboratory YouTube channel updates the ATHENA project as it begins to integrate the various organ systems into a single system (link to video here). Some 40 percent of pharmaceuticals fail their clinical trials and there are thousands of chemicals whose effects on humans are simply unknown. Providing a realistic, cost-effective and rapid screening system such as ATHENA with high-throughput capabilities could provide major benefits to the medical field, screening more accurately and offering a greater chance of clinical trial success. ATHENA is funded by the Defense Threat Reduction Agency (DTRA) and is a collaboration of Los Alamos National Laboratory, Harvard University, Vanderbilt University, Charité Universitätsmedizin, Berlin, Germany, CFD Research Corporation, and the University of California San Francisco.

  5. A posthuman liturgy? Virtual worlds, robotics, and human flourishing.

    PubMed

    Shatzer, Jacob

    2013-01-01

    In order to inspire a vision of biotechnology that affirms human dignity and human flourishing, the author poses questions about virtual reality and the use of robotics in health care. Using the concept of 'liturgy' and an anthropology of humans as lovers, the author explores how virtual reality and robotics in health care shape human moral agents, and how such shaping could influence the way we do or do not pursue a 'posthuman' future.

  6. The Virtual Hospital: experiences in creating and sustaining a digital library.

    PubMed Central

    D'Alessandro, M P; Galvin, J R; Erkonen, W E; Choi, T A; Lacey, D L; Colbert, S I

    1998-01-01

    A university and its faculty encompass a wealth of content, which is often freely supplied to commercial publishers who profit from it. Emerging digital library technology holds promise for allowing the creation of digital libraries and digital presses that can allow faculty and universities to bypass commercial publishers, retain control of their content, and distribute it directly to users, allowing the university and faculty to better serve their constituencies. The purpose of this paper is to show how this can be done. A methodology for overcoming the technical, social, political, and economic barriers involved in creating, distributing and organizing a digital library was developed, implemented, and refined over seven years. Over the seven years, 120 textbooks and booklets were placed in the Virtual Hospital digital library, from 159 authors in twenty-nine departments and four colleges at The University of Iowa. The digital library received extensive use by individuals around the world. A new paradigm for academic publishing was created, involving a university and faculty owned peer reviewed digital press implemented using digital library technology. The concept has been embraced by The University of Iowa, and it has pledged to sustain the digital press in order to allow. The University of Iowa to fulfill its mission of creating, organizing, and disseminating information better. PMID:9803300

  7. The Virtual Hospital: experiences in creating and sustaining a digital library.

    PubMed

    D'Alessandro, M P; Galvin, J R; Erkonen, W E; Choi, T A; Lacey, D L; Colbert, S I

    1998-10-01

    A university and its faculty encompass a wealth of content, which is often freely supplied to commercial publishers who profit from it. Emerging digital library technology holds promise for allowing the creation of digital libraries and digital presses that can allow faculty and universities to bypass commercial publishers, retain control of their content, and distribute it directly to users, allowing the university and faculty to better serve their constituencies. The purpose of this paper is to show how this can be done. A methodology for overcoming the technical, social, political, and economic barriers involved in creating, distributing and organizing a digital library was developed, implemented, and refined over seven years. Over the seven years, 120 textbooks and booklets were placed in the Virtual Hospital digital library, from 159 authors in twenty-nine departments and four colleges at The University of Iowa. The digital library received extensive use by individuals around the world. A new paradigm for academic publishing was created, involving a university and faculty owned peer reviewed digital press implemented using digital library technology. The concept has been embraced by The University of Iowa, and it has pledged to sustain the digital press in order to allow. The University of Iowa to fulfill its mission of creating, organizing, and disseminating information better.

  8. Virtual Australia and New Zealand (VANZ): Creating a piece of Digital Earth

    NASA Astrophysics Data System (ADS)

    Haines, M.

    2014-02-01

    VANZ is an Initiative of a wide group of research, government, industry, technology and legal stakeholders in Australia and New Zealand. Its purpose is to broker development of the 'Authorised Virtual World' that brings together 3D Spatial and Building Information Modelling within a proposed new Legal Framework. The aim is to create an 'authoritative' and 'enduring' 3D model of both the 'physical attributes', and 'legal entitlements' relating to every property. This 'authorised virtual world' would be used in all 'property-related' activities - to deliver better, quicker and cheaper outcomes. It would also be used as the context for serious games and to model dynamic processes within the built environment, as well as for emergency response and disaster recovery. Productivity savings across Australia have been estimated at 5 billion pa for the design and construct phases alone. The problem for owners, bankers, insurers, architects, engineers and construction companies, and others, is that they require access to 'authoritative' and detailed 3D data for their own purposes, that must also be securely shared with others up and down the 'property' chain, and over time. All parties also need to know what are the rights, responsibilities and restrictions applying to the data, as well as to the land and buildings that it models. VANZ proposes the creation of a network of Data Banks, to hold the 'authoritative data set', 'in perpetuity', along with the associated software and virtual hardware used to model it. Under the proposal, rights of access to the 'authoritative data' will mirror each person's rights in the property that the data models. As more and more buildings are modelled (inside and out), privacy, security and liability become issues of paramount importance. This paper offers a way for the global community to address these issues. It is targeted at all who have an interest in the practical implementation of Digital Earth for the built environment - including new

  9. A New Method for Creating Efficient Security Policies in Virtual Private Network

    NASA Astrophysics Data System (ADS)

    Sadeghi, Mohammad Mehdi Gilanian; Mohd Ali, Borhanuddin; Pedram, Hossein; Deghan, Mehdi; Sabaei, Masoud

    One of the most important protocols for implementing tunnels in order to take action of secure virtual private network is IPsec protocol. IPsec policies are used widely in order to limit access to information in security gateways or firewalls. The security treatment, namely (Deny, Allow or Encrypt) is done for outbound as well as inbound traffic by security policies. It is so important that they adjust properly. The current methods for security policies creation as seen in given security requirements are not efficient enough i.e. there are much more created policies than requirements. In this paper, we define a new method to decrease adopted security policies for a specific set of security requirements without any undesirable effect. Our measurement shows that security policies creation will be improved efficiently, and their updating time will be decreased.

  10. Partner choice creates fairness in humans.

    PubMed

    Debove, Stéphane; André, Jean-Baptiste; Baumard, Nicolas

    2015-06-07

    Many studies demonstrate that partner choice has played an important role in the evolution of human cooperation, but little work has tested its impact on the evolution of human fairness. In experiments involving divisions of money, people become either over-generous or over-selfish when they are in competition to be chosen as cooperative partners. Hence, it is difficult to see how partner choice could result in the evolution of fair, equal divisions. Here, we show that this puzzle can be solved if we consider the outside options on which partner choice operates. We conduct a behavioural experiment, run agent-based simulations and analyse a game-theoretic model to understand how outside options affect partner choice and fairness. All support the conclusion that partner choice leads to fairness only when individuals have equal outside options. We discuss how this condition has been met in our evolutionary history, and the implications of these findings for our understanding of other aspects of fairness less specific than preferences for equal divisions of resources. © 2015 The Author(s) Published by the Royal Society. All rights reserved.

  11. Partner choice creates fairness in humans

    PubMed Central

    Debove, Stéphane; André, Jean-Baptiste; Baumard, Nicolas

    2015-01-01

    Many studies demonstrate that partner choice has played an important role in the evolution of human cooperation, but little work has tested its impact on the evolution of human fairness. In experiments involving divisions of money, people become either over-generous or over-selfish when they are in competition to be chosen as cooperative partners. Hence, it is difficult to see how partner choice could result in the evolution of fair, equal divisions. Here, we show that this puzzle can be solved if we consider the outside options on which partner choice operates. We conduct a behavioural experiment, run agent-based simulations and analyse a game-theoretic model to understand how outside options affect partner choice and fairness. All support the conclusion that partner choice leads to fairness only when individuals have equal outside options. We discuss how this condition has been met in our evolutionary history, and the implications of these findings for our understanding of other aspects of fairness less specific than preferences for equal divisions of resources. PMID:25972467

  12. Age, Health and Attractiveness Perception of Virtual (Rendered) Human Hair

    PubMed Central

    Fink, Bernhard; Hufschmidt, Carla; Hirn, Thomas; Will, Susanne; McKelvey, Graham; Lankhof, John

    2016-01-01

    The social significance of physical appearance and beauty has been documented in many studies. It is known that even subtle manipulations of facial morphology and skin condition can alter people’s perception of a person’s age, health and attractiveness. While the variation in facial morphology and skin condition cues has been studied quite extensively, comparably little is known on the effect of hair on social perception. This has been partly caused by the technical difficulty of creating appropriate stimuli for investigations of people’s response to systematic variation of certain hair characteristics, such as color and style, while keeping other features constant. Here, we present a modeling approach to the investigation of human hair perception using computer-generated, virtual (rendered) human hair. In three experiments, we manipulated hair diameter (Experiment 1), hair density (Experiment 2), and hair style (Experiment 3) of human (female) head hair and studied perceptions of age, health and attractiveness. Our results show that even subtle changes in these features have an impact on hair perception. We discuss our findings with reference to previous studies on condition-dependent quality cues in women that influence human social perception, thereby suggesting that hair is a salient feature of human physical appearance, which contributes to the perception of beauty. PMID:28066276

  13. Age, Health and Attractiveness Perception of Virtual (Rendered) Human Hair.

    PubMed

    Fink, Bernhard; Hufschmidt, Carla; Hirn, Thomas; Will, Susanne; McKelvey, Graham; Lankhof, John

    2016-01-01

    The social significance of physical appearance and beauty has been documented in many studies. It is known that even subtle manipulations of facial morphology and skin condition can alter people's perception of a person's age, health and attractiveness. While the variation in facial morphology and skin condition cues has been studied quite extensively, comparably little is known on the effect of hair on social perception. This has been partly caused by the technical difficulty of creating appropriate stimuli for investigations of people's response to systematic variation of certain hair characteristics, such as color and style, while keeping other features constant. Here, we present a modeling approach to the investigation of human hair perception using computer-generated, virtual (rendered) human hair. In three experiments, we manipulated hair diameter (Experiment 1), hair density (Experiment 2), and hair style (Experiment 3) of human (female) head hair and studied perceptions of age, health and attractiveness. Our results show that even subtle changes in these features have an impact on hair perception. We discuss our findings with reference to previous studies on condition-dependent quality cues in women that influence human social perception, thereby suggesting that hair is a salient feature of human physical appearance, which contributes to the perception of beauty.

  14. Using concept mapping to develop a conceptual framework for creating virtual communities of practice to translate cancer research into practice.

    PubMed

    Vinson, Cynthia A

    2014-04-24

    Translating government-funded cancer research into clinical practice can be accomplished via virtual communities of practice that include key players in the process: researchers, health care practitioners, and intermediaries. This study, conducted from November 2012 through January 2013, examined issues that key stakeholders believed should be addressed to create and sustain government-sponsored virtual communities of practice to integrate cancer control research, practice, and policy and demonstrates how concept mapping can be used to present relevant issues. Key stakeholders brainstormed statements describing what is needed to create and sustain virtual communities of practice for moving cancer control research into practice. Participants rated them on importance and feasibility, selected most relevant statements, and sorted them into clusters. I used concept mapping to examine the issues identified and multidimensional scaling analyses to create a 2-dimensional conceptual map of the statement clusters. Participants selected 70 statements and sorted them into 9 major clusters related to creating and sustaining virtual communities of practice: 1) standardization of best practices, 2) external validity, 3) funding and resources, 4) social learning and collaboration, 5) cooperation, 6) partnerships, 7) inclusiveness, 8) social determinants and cultural competency, and 9) preparing the environment. Researchers, health care practitioners, and intermediaries were in relative agreement regarding issues of importance for creating these communities. Virtual communities of practice can be created to address the needs of researchers, health care practitioners, and intermediaries by using input from these key stakeholders. Increasing linkages between these subgroups can improve the translation of research into practice. Similarities and differences between groups can provide valuable information to assist the government in developing virtual communities of practice.

  15. Virtual pharmacokinetic model of human eye.

    PubMed

    Kotha, Sreevani; Murtomäki, Lasse

    2014-07-01

    A virtual pharmacokinetic 3D model of the human eye is built using Comsol Multiphysics® software, which is based on the Finite Element Method (FEM). The model considers drug release from a polymer patch placed on sclera. The model concentrates on the posterior part of the eye, retina being the target tissue, and comprises the choroidal blood flow, partitioning of the drug between different tissues and active transport at the retina pigment epithelium (RPE)-choroid boundary. Although most straightforward, in order to check the mass balance, no protein binding or metabolism is yet included. It appeared that the most important issue in obtaining reliable simulation results is the finite element mesh, while time stepping has hardly any significance. Simulations were extended to 100,000 s. The concentration of a drug is shown as a function of time at various points of retina, as well as its average value, varying several parameters in the model. This work demonstrates how anybody with basic knowledge of calculus is able to build physically meaningful models of quite complex biological systems.

  16. Offset of rotation centers creates a bias in isokinetics: a virtual model including stiffness or friction.

    PubMed

    Deslandes, Samuel; Mariot, Jean-Pierre; Serveto, Sébastien

    2008-07-19

    The present paper deals with a virtual model devoted to isokinetics and isometrics assessment of a human muscular group in the common joints, knee, ankle, hip, shoulder, cervical spine, etc. This virtual model with an analytical analysis followed by a numerical simulation is able to predict measurement errors of the joint torque due to offset of rotation centers between the body segment and the ergometer arm. As soon as offset is present, errors increase due to the influence of inertial effects, gravity effects, stiffness due to the limb strapping on the ergometer arm or Coulomb friction between limb and ergometer. The analytical model is written in terms of Lagrange formalism and the numerical model uses ADAMS software adapted to multi-body dynamics simulations. Results of models show a maximal relative error of 11%, for a 10% relative offset between the rotation centers. Inertial contributions are found to be negligible but gravity effects must be discussed in regard to the measured torque. Stiffness or friction effects may also increase the torque error; in particular when offset occurs, it is shown that errors due to friction have to be considered for all torque level while only stiffness effects have to be considered for torque less than 25Nm. This study also emphasizes the influence of the angular range of motion at a given angular position.

  17. Towards the Integration of APECS with VE-Suite to Create a Comprehensive Virtual Engineering Environment

    SciTech Connect

    McCorkle, D.; Yang, C.; Jordan, T.; Swensen, D.; Zitney, S.E.; Bryden, M.

    2007-06-01

    Modeling and simulation tools are becoming pervasive in the process engineering practice of designing advanced power generation facilities. These tools enable engineers to explore many what-if scenarios before cutting metal or constructing a pilot scale facility. While such tools enable investigation of crucial plant design aspects, typical commercial process simulation tools such as Aspen Plus®, gPROMS®, and HYSYS® still do not explore some plant design information, including computational fluid dynamics (CFD) models for complex thermal and fluid flow phenomena, economics models for policy decisions, operational data after the plant is constructed, and as-built information for use in as-designed models. Software tools must be created that allow disparate sources of information to be integrated if environments are to be constructed where process simulation information can be accessed. At the Department of Energy’s (DOE) National Energy Technology Laboratory (NETL), the Advanced Process Engineering Co-Simulator (APECS) has been developed as an integrated software suite that combines process simulation (e.g., Aspen Plus) and high-fidelity equipment simulation (e.g., Fluent® CFD), together with advanced analysis capabilities including case studies, sensitivity analysis, stochastic simulation for risk/uncertainty analysis, and multi-objective optimization. In this paper, we discuss the initial phases of integrating APECS with the immersive and interactive virtual engineering software, VE-Suite, developed at Iowa State University and Ames Laboratory. VE-Suite utilizes the ActiveX (OLE Automation) controls in Aspen Plus wrapped by the CASI library developed by Reaction Engineering International to run the process simulation and query for unit operation results. This integration permits any application that uses the VE-Open interface to integrate with APECS co-simulations, enabling construction of the comprehensive virtual engineering environment needed for the

  18. A Practical Guide, with Theoretical Underpinnings, for Creating Effective Virtual Reality Learning Environments

    ERIC Educational Resources Information Center

    O'Connor, Eileen A.; Domingo, Jelia

    2017-01-01

    With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…

  19. A Practical Guide, with Theoretical Underpinnings, for Creating Effective Virtual Reality Learning Environments

    ERIC Educational Resources Information Center

    O'Connor, Eileen A.; Domingo, Jelia

    2017-01-01

    With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…

  20. Future Cyborgs: Human-Machine Interface for Virtual Reality Applications

    DTIC Science & Technology

    2007-04-01

    FUTURE CYBORGS : HUMAN-MACHINE INTERFACE FOR VIRTUAL REALITY APPLICATIONS Robert R. Powell, Major, USAF April 2007 Blue Horizons...SUBTITLE Future Cyborgs : Human-Machine Interface for Virtual Reality Applications 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER...Nicholas Negroponte, Being Digital (New York: Alfred A Knopf, Inc, 1995), 123. 23 Ibid. 24 Andy Clark, Natural-Born Cyborgs (New York: Oxford

  1. [The virtual reality simulation research of China Mechanical Virtual Human based on the Creator/Vega].

    PubMed

    Wei, Gaofeng; Tang, Gang; Fu, Zengliang; Sun, Qiuming; Tian, Feng

    2010-10-01

    The China Mechanical Virtual Human (CMVH) is a human musculoskeletal biomechanical simulation platform based on China Visible Human slice images; it has great realistic application significance. In this paper is introduced the construction method of CMVH 3D models. Then a simulation system solution based on Creator/Vega is put forward for the complex and gigantic data characteristics of the 3D models. At last, combined with MFC technology, the CMVH simulation system is developed and a running simulation scene is given. This paper provides a new way for the virtual reality application of CMVH.

  2. Human agency beliefs influence behaviour during virtual social interactions.

    PubMed

    Caruana, Nathan; Spirou, Dean; Brock, Jon

    2017-01-01

    In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an "intentional stance" by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants' behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative "joint attention" game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other's eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm ("Computer" condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room ("Human" condition). Those in the "Human" condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the "Computer" condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application's goals.

  3. Human agency beliefs influence behaviour during virtual social interactions

    PubMed Central

    Brock, Jon

    2017-01-01

    In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an “intentional stance” by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants’ behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative “joint attention” game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other’s eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm (“Computer” condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room (“Human” condition). Those in the “Human” condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the “Computer” condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement

  4. Human Machine Interfaces for Teleoperators and Virtual Environments

    NASA Technical Reports Server (NTRS)

    Durlach, Nathaniel I. (Compiler); Sheridan, Thomas B. (Compiler); Ellis, Stephen R. (Compiler)

    1991-01-01

    In Mar. 1990, a meeting organized around the general theme of teleoperation research into virtual environment display technology was conducted. This is a collection of conference-related fragments that will give a glimpse of the potential of the following fields and how they interplay: sensorimotor performance; human-machine interfaces; teleoperation; virtual environments; performance measurement and evaluation methods; and design principles and predictive models.

  5. Getting the point across: exploring the effects of dynamic virtual humans in an interactive museum exhibit on user perceptions.

    PubMed

    Rivera-Gutierrez, Diego; Ferdig, Rick; Li, Jian; Lok, Benjamin

    2014-04-01

    We have created “You, M.D.”, an interactive museum exhibit in which users learn about topics in public health literacy while interacting with virtual humans. You, M.D. is equipped with a weight sensor, a height sensor and a Microsoft Kinect that gather basic user information. Conceptually, You, M.D. could use this user information to dynamically select the appearance of the virtual humans in the interaction attempting to improve learning outcomes and user perception for each particular user. For this concept to be possible, a better understanding of how different elements of the visual appearance of a virtual human affects user perceptions is required. In this paper, we present the results of an initial user study with a large sample size (n =333) ran using You, M.D. The study measured users’ reactions based on the user’s gender and body-mass index (BMI) when facing virtual humans with BMI either concordant or discordant from the user’s BMI. The results of the study indicate that concordance between the users’ BMI and the virtual human’s BMI affects male and female users differently. The results also show that female users rate virtual humans as more knowledgeable than male users rate the same virtual humans.

  6. Building Virtuality into University-Based Human Resources Policy in China's Universities

    ERIC Educational Resources Information Center

    Guoliang, Zhang

    2005-01-01

    On the basis of discussing the notion of virtual human resources and its structure, this paper analyzes the necessity of building up virtual university teaching staff and proposes a model for the structural makeup of virtual university teaching staff.

  7. Building Virtuality into University-Based Human Resources Policy in China's Universities

    ERIC Educational Resources Information Center

    Guoliang, Zhang

    2005-01-01

    On the basis of discussing the notion of virtual human resources and its structure, this paper analyzes the necessity of building up virtual university teaching staff and proposes a model for the structural makeup of virtual university teaching staff.

  8. Using virtual reality technology and hand tracking technology to create software for training surgical skills in 3D game

    NASA Astrophysics Data System (ADS)

    Zakirova, A. A.; Ganiev, B. A.; Mullin, R. I.

    2015-11-01

    The lack of visible and approachable ways of training surgical skills is one of the main problems in medical education. Existing simulation training devices are not designed to teach students, and are not available due to the high cost of the equipment. Using modern technologies such as virtual reality and hands movements fixation technology we want to create innovative method of learning the technics of conducting operations in 3D game format, which can make education process interesting and effective. Creating of 3D format virtual simulator will allow to solve several conceptual problems at once: opportunity of practical skills improvement unlimited by the time without the risk for patient, high realism of environment in operational and anatomic body structures, using of game mechanics for information perception relief and memorization of methods acceleration, accessibility of this program.

  9. Virtual Fiber Networking and Impact of Optical Path Grooming on Creating Efficient Layer One Services

    NASA Astrophysics Data System (ADS)

    Naruse, Fumisato; Yamada, Yoshiyuki; Hasegawa, Hiroshi; Sato, Ken-Ichi

    This paper presents a novel “virtual fiber” network service that exploits wavebands. This service provides virtual direct tunnels that directly convey wavelength paths to connect customer facilities. To improve the resource utilization efficiency of the service, a network design algorithm is developed that can allow intermediate path grooming at limited nodes and can determine the best node location. Numerical experiments demonstrate the effectiveness of the proposed service architecture.

  10. [Virtual Campus of Public Health: six years of human resources education in Mexico].

    PubMed

    Ramos Herrera, Igor; Alfaro Alfaro, Noé; Fonseca León, Joel; García Sandoval, Cristóbal; González Castañeda, Miguel; López Zermeño, María Del Carmen; Benítez Morales, Ricardo

    2014-11-01

    This paper discusses the gestation process, implementation methodology, and results obtained from the initiative to use e-learning to train human resources for health, six years after the launch of the Virtual Campus of Public Health of the University of Guadalajara (Mexico); the discussion is framed by Pan American Health Organization (PAHO) standards and practices. This is a special report on the work done by the institutional committee of the Virtual Campus in western Mexico to create an Internet portal that follows the guidelines of the strategic model established by Nodo México and PAHO for the Region of the Americas. This Virtual Campus began its activities in 2007, on the basis of the use of free software and institutional collaboration. Since the initial year of implementation of the node, over 500 health professionals have been trained using virtual courses, the node's educational platform, and a repository of virtual learning resources that are interoperable with other repositories in Mexico and the Region of the Americas. The University of Guadalajara Virtual Campus committee has followed the proposed model as much as possible, thereby achieving most of the goals set in the initial work plan, despite a number of administrative challenges and the difficulty of motivating committee members.

  11. Virtual Environment Computer Simulations to Support Human Factors Engineering and Operations Analysis for the RLV Program

    NASA Technical Reports Server (NTRS)

    Lunsford, Myrtis Leigh

    1998-01-01

    The Army-NASA Virtual Innovations Laboratory (ANVIL) was recently created to provide virtual reality tools for performing Human Engineering and operations analysis for both NASA and the Army. The author's summer research project consisted of developing and refining these tools for NASA's Reusable Launch Vehicle (RLV) program. Several general simulations were developed for use by the ANVIL for the evaluation of the X34 Engine Changeout procedure. These simulations were developed with the software tool dVISE 4.0.0 produced by Division Inc. All software was run on an SGI Indigo2 High Impact. This paper describes the simulations, various problems encountered with the simulations, other summer activities, and possible work for the future. We first begin with a brief description of virtual reality systems.

  12. Virtual Humans Models for Electromagnetic Studies and Their Applications.

    PubMed

    Makarov, Sergey; Noetscher, Gregory; Nazarian, Ara; Prokop, Alexander; Nummenma, Aapo

    2017-06-30

    Numerical simulation of the electromagnetic, thermal and mechanical responses of the human body to different stimuli in MRI safety, antenna research, electromagnetic tomography, and electromagnetic stimulation is currently limited by the availability of anatomically adequate and numerically efficient cross-platform computational models or "virtual humans". The objective of this study is to provide a comprehensive review of modern human models and body region models available in the field and their important features.

  13. The German VR Simulation Realism Scale--psychometric construction for virtual reality applications with virtual humans.

    PubMed

    Poeschl, Sandra; Doering, Nicola

    2013-01-01

    Virtual training applications with high levels of immersion or fidelity (for example for social phobia treatment) produce high levels of presence and therefore belong to the most successful Virtual Reality developments. Whereas display and interaction fidelity (as sub-dimensions of immersion) and their influence on presence are well researched, realism of the displayed simulation depends on the specific application and is therefore difficult to measure. We propose to measure simulation realism by using a self-report questionnaire. The German VR Simulation Realism Scale for VR training applications was developed based on a translation of scene realism items from the Witmer-Singer-Presence Questionnaire. Items for realism of virtual humans (for example for social phobia training applications) were supplemented. A sample of N = 151 students rated simulation realism of a Fear of Public Speaking application. Four factors were derived by item- and principle component analysis (Varimax rotation), representing Scene Realism, Audience Behavior, Audience Appearance and Sound Realism. The scale developed can be used as a starting point for future research and measurement of simulation realism for applications including virtual humans.

  14. Creating an interdisciplinary medical home for survivors of human trafficking.

    PubMed

    McNiel, Melinda; Held, Theodore; Busch-Armendariz, Noël

    2014-09-01

    Health care providers play an important role in identifying victims of human trafficking and addressing their unique medical needs. In response to a recently published call to action in Obstetrics & Gynecology, an interdisciplinary medical home has been created in central Texas to serve as a model for delivery of care to survivors of human trafficking that is sensitive to their history of trauma, or "trauma-informed." An overview of the topic is provided along with a description of the stakeholders involved and the steps that were taken to create the clinic. This information is presented with the intention of educating health care providers on the long-term medical needs of survivors and on how they can establish a similar clinic in other parts of the country.

  15. Can Role-Play with Virtual Humans Teach Interpersonal Skills?

    DTIC Science & Technology

    2012-12-01

    2007, with concentrations in cinema -television and technology commercialization. He has led several mixed-reality- and game-based training efforts at...The Virtual Human Role-Player Students then receive a homework assignment in which they review real- world case studies. For each, the students

  16. Creating and virtually screening databases of fluorescently-labelled compounds for the discovery of target-specific molecular probes

    NASA Astrophysics Data System (ADS)

    Kamstra, Rhiannon L.; Dadgar, Saedeh; Wigg, John; Chowdhury, Morshed A.; Phenix, Christopher P.; Floriano, Wely B.

    2014-11-01

    Our group has recently demonstrated that virtual screening is a useful technique for the identification of target-specific molecular probes. In this paper, we discuss some of our proof-of-concept results involving two biologically relevant target proteins, and report the development of a computational script to generate large databases of fluorescence-labelled compounds for computer-assisted molecular design. The virtual screening of a small library of 1,153 fluorescently-labelled compounds against two targets, and the experimental testing of selected hits reveal that this approach is efficient at identifying molecular probes, and that the screening of a labelled library is preferred over the screening of base compounds followed by conjugation of confirmed hits. The automated script for library generation explores the known reactivity of commercially available dyes, such as NHS-esters, to create large virtual databases of fluorescence-tagged small molecules that can be easily synthesized in a laboratory. A database of 14,862 compounds, each tagged with the ATTO680 fluorophore was generated with the automated script reported here. This library is available for downloading and it is suitable for virtual ligand screening aiming at the identification of target-specific fluorescent molecular probes.

  17. Empowering Students to Create Better Virtual Reality Applications: A Longitudinal Study of a VR Capstone Course

    ERIC Educational Resources Information Center

    Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio

    2016-01-01

    In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…

  18. Touring by Design: Using Information Architecture To Create a Virtual Library Tour.

    ERIC Educational Resources Information Center

    Kittelson, Pat; Jones, Sarah

    2002-01-01

    Describes the development of a Web-based virtual tour of the University of Otago (New Zealand) science library. Highlights include information literacy learning outcomes; information architecture, including information organization and navigation; integrating the tour into course work; and evaluation results. (LRW)

  19. Human Interfaces In Teleoperations And Virtual Environments

    NASA Technical Reports Server (NTRS)

    Durlach, Nathaniel I.; Sheridan, Thomas B.; Ellis, Stephen R.

    1995-01-01

    Conference report contains compilation of papers relating to interactions between humans and machines from perspectives of telepresence and sensorimotor adaptation, measurement and evaluation of performance, and design principles and predictive models. Topics discussed include neural networks, sensory technology, display, and feedback controls. Covers state of art of remote sensing and control by humans for space or other operations.

  20. Discovery of novel human acrosin inhibitors by virtual screening

    NASA Astrophysics Data System (ADS)

    Liu, Xuefei; Dong, Guoqiang; Zhang, Jue; Qi, Jingjing; Zheng, Canhui; Zhou, Youjun; Zhu, Ju; Sheng, Chunquan; Lü, Jiaguo

    2011-10-01

    Human acrosin is an attractive target for the discovery of male contraceptive drugs. For the first time, structure-based drug design was applied to discover structurally diverse human acrosin inhibitors. A parallel virtual screening strategy in combination with pharmacophore-based and docking-based techniques was used to screen the SPECS database. From 16 compounds selected by virtual screening, a total of 10 compounds were found to be human acrosin inhibitors. Compound 2 was found to be the most potent hit (IC50 = 14 μM) and its binding mode was investigated by molecular dynamics simulations. The hit interacted with human acrosin mainly through hydrophobic and hydrogen-bonding interactions, which provided a good starting structure for further optimization studies.

  1. [The virtual library in equity, health, and human development].

    PubMed

    Valdés, América

    2002-01-01

    This article attempts to describe the rationale that has led to the development of information sources dealing with equity, health, and human development in countries of Latin America and the Caribbean within the context of the Virtual Health Library (Biblioteca Virtual en Salud, BVS). Such information sources include the scientific literature, databases in printed and electronic format, institutional directories and lists of specialists, lists of events and courses, distance education programs, specialty journals and bulletins, as well as other means of disseminating health information. The pages that follow deal with the development of a Virtual Library in Equity, Health, and Human Development, an effort rooted in the conviction that decision-making and policy geared toward achieving greater equity in health must, of necessity, be based on coherent, well-organized, and readily accessible first-rate scientific information. Information is useless unless it is converted into knowledge that benefits society. The Virtual Library in Equity, Health, and Human Development is a coordinated effort to develop a decentralized regional network of scientific information sources, with strict quality control, from which public officials can draw data and practical examples that can help them set health and development policies geared toward achieving greater equity for all.

  2. The economic model for health care delivery. A business plan to create the virtual clinic.

    PubMed

    Butz, J T; Dilday, D

    2000-01-01

    This paper reviews briefly the history of managed care, and then analyzes the economic rationale underlying the present dynamics of the marketplace. With this background, the paper postulates what the ultimate delivery system should be: the virtual clinic. It includes a proposed micro-model that could evolve into a macro-institution driven by the two essential elements of the market: equity and efficiency.

  3. Object Creation and Human Factors Evaluation for Virtual Environments

    NASA Technical Reports Server (NTRS)

    Lindsey, Patricia F.

    1998-01-01

    The main objective of this project is to provide test objects for simulated environments utilized by the recently established Army/NASA Virtual Innovations Lab (ANVIL) at Marshall Space Flight Center, Huntsville, Al. The objective of the ANVIL lab is to provide virtual reality (VR) models and environments and to provide visualization and manipulation methods for the purpose of training and testing. Visualization equipment used in the ANVIL lab includes head-mounted and boom-mounted immersive virtual reality display devices. Objects in the environment are manipulated using data glove, hand controller, or mouse. These simulated objects are solid or surfaced three dimensional models. They may be viewed or manipulated from any location within the environment and may be viewed on-screen or via immersive VR. The objects are created using various CAD modeling packages and are converted into the virtual environment using dVise. This enables the object or environment to be viewed from any angle or distance for training or testing purposes.

  4. Virtualization

    NASA Astrophysics Data System (ADS)

    Garg, Vikas

    2012-11-01

    The main aim of the research was to get the knowledge of present trends and technologies used in it field. Virtualization Allows multiple applications to run in isolation within virtual machines on the same physical machine. Virtualization provides direct access to the hardware resources to give you much greater performance than software emulation. VMware provides hardware virtualization that presents a complete x86 platform to the virtual machine. By doing this project we get an opportunity to learn about an emerging field of IT Sector. They also gave us the details of project like 'Storage Vmmotioní on which HP is currently working.

  5. The Martian: Examining Human Physical Judgments across Virtual Gravity Fields.

    PubMed

    Ye, Tian; Qi, Siyuan; Kubricht, James; Zhu, Yixin; Lu, Hongjing; Zhu, Song-Chun

    2017-04-01

    This paper examines how humans adapt to novel physical situations with unknown gravitational acceleration in immersive virtual environments. We designed four virtual reality experiments with different tasks for participants to complete: strike a ball to hit a target, trigger a ball to hit a target, predict the landing location of a projectile, and estimate the flight duration of a projectile. The first two experiments compared human behavior in the virtual environment with real-world performance reported in the literature. The last two experiments aimed to test the human ability to adapt to novel gravity fields by measuring their performance in trajectory prediction and time estimation tasks. The experiment results show that: 1) based on brief observation of a projectile's initial trajectory, humans are accurate at predicting the landing location even under novel gravity fields, and 2) humans' time estimation in a familiar earth environment fluctuates around the ground truth flight duration, although the time estimation in unknown gravity fields indicates a bias toward earth's gravity.

  6. A first-generation integrated tammar wallaby map and its use in creating a tammar wallaby first-generation virtual genome map

    PubMed Central

    2011-01-01

    Background The limited (2X) coverage of the tammar wallaby (Macropus eugenii) genome sequence dataset currently presents a challenge for assembly and anchoring onto chromosomes. To provide a framework for this assembly, it would be a great advantage to have a dense map of the tammar wallaby genome. However, only limited mapping data are available for this non-model species, comprising a physical map and a linkage map. Results We combined all available tammar wallaby mapping data to create a tammar wallaby integrated map, using the Location DataBase (LDB) strategy. This first-generation integrated map combines all available information from the second-generation tammar wallaby linkage map with 148 loci, and extensive FISH mapping data for 492 loci, especially for genes likely to be located at the ends of wallaby chromosomes or at evolutionary breakpoints inferred from comparative information. For loci whose positions are only approximately known, their location in the integrated map was refined on the basis of comparative information from opossum (Monodelphis domestica) and human. Interpolation of segments from the opossum and human assemblies into the integrated map enabled the subsequent construction of a tammar wallaby first-generation virtual genome map, which comprises 14336 markers, including 13783 genes recruited from opossum and human assemblies. Both maps are freely available at http://compldb.angis.org.au. Conclusions The first-generation integrated map and the first-generation virtual genome map provide a backbone for the chromosome assembly of the tammar wallaby genome sequence. For example, 78% of the 10257 gene-scaffolds in the Ensembl annotation of the tammar wallaby genome sequence (including 10522 protein-coding genes) can now be given a chromosome location in the tammar wallaby virtual genome map. PMID:21854555

  7. Multi-parallel open technology to enable collaborative volume visualization: how to create global immersive virtual anatomy classrooms.

    PubMed

    Silverstein, Jonathan C; Walsh, Colin; Dech, Fred; Olson, Eric; E, Michael; Parsad, Nigel; Stevens, Rick

    2008-01-01

    Many prototype projects aspire to develop a sustainable model of immersive radiological volume visualization for virtual anatomic education. Some have focused on distributed or parallel architectures. However, very few, if any others, have combined multi-location, multi-directional, multi-stream sharing of video, audio, desktop applications, and parallel stereo volume rendering, to converge on an open, globally scalable, and inexpensive collaborative architecture and implementation method for anatomic teaching using radiological volumes. We have focused our efforts on bringing this all together for several years. We outline here the technology we're making available to the open source community and a system implementation suggestion for how to create global immersive virtual anatomy classrooms. With the releases of Access Grid 3.1 and our parallel stereo volume rendering code, inexpensive globally scalable technology is available to enable collaborative volume visualization upon an award-winning framework. Based upon these technologies, immersive virtual anatomy classrooms that share educational or clinical principles can be constructed with the setup described with moderate technological expertise and global scalability.

  8. Geometric morphometrics and virtual anthropology: advances in human evolutionary studies.

    PubMed

    Rein, Thomas R; Harvati, Katerina

    2014-01-01

    Geometric morphometric methods have been increasingly used in paleoanthropology in the last two decades, lending greater power to the analysis and interpretation of the human fossil record. More recently the advent of the wide use of computed tomography and surface scanning, implemented in combination with geometric morphometrics (GM), characterizes a new approach, termed Virtual Anthropology (VA). These methodological advances have led to a number of developments in human evolutionary studies. We present some recent examples of GM and VA related research in human evolution with an emphasis on work conducted at the University of Tübingen and other German research institutions.

  9. Creating a virtual pharmacology curriculum in a problem-based learning environment: one medical school's experience.

    PubMed

    Karpa, Kelly Dowhower; Vrana, Kent E

    2013-02-01

    Integrating pharmacology education into a problem-based learning (PBL) curriculum has proven challenging for many medical schools, including the Pennsylvania State University College of Medicine (Penn State COM). In response to pharmacology content gaps in its PBL-intensive curriculum, Penn State COM in 2003 hired a director of medical pharmacology instruction to oversee efforts to improve the structure of pharmacology education in the absence of a stand-alone course. In this article, the authors describe the ongoing development of the virtual pharmacology curriculum, which weaves pharmacology instruction through the entire medical school curriculum with particular emphasis on the organ-based second year. Pharmacology is taught in a spiraling manner designed to add to and build upon students' knowledge and competency. Key aspects of the virtual curriculum (as of 2011) include clearly stated and behaviorally oriented pharmacology learning objectives, pharmacology study guides that correspond to each PBL case, pharmacology review sessions that feature discussions of United States Medical Licensing Examination (USMLE)-type questions, and pharmacology questions for each PBL case on course examinations to increase student accountability. The authors report a trend toward improved USMLE Step 1 scores since these initiatives were introduced. Furthermore, graduates' ratings of their pharmacology education have improved on the Medical School Graduation Questionnaire. The authors suggest that the initiatives they describe for enhancing pharmacology medical education are relevant to other medical schools that are also seeking ways to better integrate pharmacology into PBL-based curricula.

  10. Creating the sustainable conditions for knowledge information sharing in virtual community.

    PubMed

    Wang, Jiangtao; Yang, Jianmei; Chen, Quan; Tsai, Sang-Bing

    2016-01-01

    Encyclopedias are not a new platform for the distribution of knowledge, but they have recently drawn a great deal of attention in their online iteration. Peer production in particular has emerged as a new mode of providing information with value and offering competitive advantage in information production. Large numbers of volunteers actively share their knowledge by continuously editing articles in Baidu encyclopedias. Most articles in the online communities are the cumulative and integrated products of the contributions of many coauthors. Email-based surveys and objective data mining were here used to collect analytical data. Critical mass theory is here used to analyze the characteristics of these collective actions and to explain the emergence and sustainability of these actions in the Baidu Encyclopedia communities. These results show that, based on the collective action framework, the contributors group satisfied the two key characteristics that ensure the collective action of knowledge contribution will both take place and become self-sustaining. This analysis not only facilitates the identification of collective actions related to individuals sharing knowledge in virtual communities, but also can provide an insight for other similar virtual communities' management and development.

  11. Measuring interprofessional competencies and attitudes among health professional students creating family planning virtual patient cases.

    PubMed

    Wong, Eric; Leslie, Jasmine J; Soon, Judith A; Norman, Wendy V

    2016-10-19

    The Virtual Interprofessional Patients-Computer-Assisted Reproductive Health Education for Students (VIP-CARES) Project took place during the summers of 2010-2012 for eight weeks each year at the University of British Columbia (UBC). Undergraduate health care students worked collaboratively to develop virtual patient case-based learning modules on the topic of family planning. The purpose of this study was to evaluate the changes in perception towards interprofessional collaboration (IPC) among the participants, before and after the project. This study utilized a mixed methods evaluation using self-assessment survey instruments, semi-structured interviews, and reflective essays. Pre- and post- project surveys were adapted from the Canadian Medical Education Determinants (CanMEDS) and Canadian Interprofessional Health Collaborative (CIHC) frameworks, as well as the Memorial University Interprofessional Attitudes (IPA) questionnaire. The survey results were analyzed as mean (M) and standard deviation (SD) on Likert scales. The non-parametric Wilcoxon signed-rank test was used to determine if any significant changes were measured between each participant's differences in score (p ≤ 0.05). Post-project interview transcripts and essays were analyzed using recursive abstraction to elicit any themes. Altogether, 26 students in medicine, pharmacy, nursing, midwifery, dentistry, counselling psychology, and computer science participated in VIP-CARES, during the three years. Student attitudes toward IPC were positive before and after the project. At the project's conclusion, there was a statistically significant increase in the participants' self-assessment competency scores in the CanMEDS roles of health advocate (p = 0.05), manager (p = 0.02), and medical expert (p = 0.03), as well as the CIHC domains of interprofessional communication (p = 0.04), role clarification (p = 0.01), team functioning (p = 0.05), and collaborative leadership (p

  12. Creating a virtual materials and resources index for health education using the World Wide Web.

    PubMed

    Weiler, R M

    1996-08-01

    The Internet represents the principal system for distributing information worldwide, offering health educators a powerful communications medium. This article describes an assignment that teaches students how to use the World Wide Web (WWW). The first part provides an overview of the Internet, its principal services. browser software, and Netscape Navigator. The second part describes the assignment, complete with instructional objectives, computer facilities used to implement the strategy, and a summary of classroom and laboratory activities. The third part describes procedures for teaching students how to use the WWW. Students learn how to explore the WWW and to develop a customized virtual directory of health materials and resources using Netscape Navigator Bookmark tools. Recommendations on how the approach can be modified are offered.

  13. Creating a virtual community of practice to investigate legitimate peripheral participation by African American middle school girls in science activities

    NASA Astrophysics Data System (ADS)

    Edwards, Leslie D.

    How do teenage girls develop an interest in science? What kinds of opportunities can science teachers present to female students that support their engagement with learning science? I studied one aspect of this issue by focusing on ways students could use science to enhance or gain identities that they (probably) already valued. To do that I created technology-rich activities and experiences for an after school class in science and technology for middle school girls who lived in a low socio-economic urban neighborhood. These activities and experiences were designed to create a virtual community of practice whose members used science in diverse ways. Student interest was made evident in their responses to the activities. Four conclusions emerged. (1) Opportunities to learn about the lives and work of admired African American business women interested students in learning by linking it to their middle-class aspirations and their interest in things that money and status can buy. (2) Opportunities to learn about the lives and work of African American women experts in science in a classroom context where students then practiced similar kinds of actual scientific tasks engaged students in relations of legitimate peripheral participation in a virtual and diverse community of practice focused on science which was created in the after-school classes. (3) Opportunities where students used science to show off for family, friends, and supporters of the after-school program, identities they valued, interested them enough that they engaged in long-term science and technology projects that required lots of revisions. (4) In response to the opportunities presented, new and enhanced identities developed around becoming a better student or becoming some kind of scientist.

  14. A JAVA User Interface for the Virtual Human

    SciTech Connect

    Easterly, C E; Strickler, D J; Tolliver, J S; Ward, R C

    1999-10-13

    A human simulation environment, the Virtual Human (VH), is under development at the Oak Ridge National Laboratory (ORNL). Virtual Human connects three-dimensional (3D) anatomical models of the body with dynamic physiological models to investigate a wide range of human biological and physical responses to stimuli. We have utilized the Java programming language to develop a flexible user interface to the VH. The Java prototype interface has been designed to display dynamic results from selected physiological models, with user control of the initial model parameters and ability to steer the simulation as it is proceeding. Taking advantage of Java's Remote Method Invocation (RMI) features, the interface runs as a Java client that connects to a Java RMI server process running on a remote server machine. The RMI server can couple to physiological models written in Java, or in other programming languages, including C and FORTRAN. Future versions of the interface will be linked to 3D anatomical models of the human body to complete the development of the VH.

  15. Human Machine Interfaces for Teleoperators and Virtual Environments Conference

    NASA Technical Reports Server (NTRS)

    1990-01-01

    In a teleoperator system the human operator senses, moves within, and operates upon a remote or hazardous environment by means of a slave mechanism (a mechanism often referred to as a teleoperator). In a virtual environment system the interactive human machine interface is retained but the slave mechanism and its environment are replaced by a computer simulation. Video is replaced by computer graphics. The auditory and force sensations imparted to the human operator are similarly computer generated. In contrast to a teleoperator system, where the purpose is to extend the operator's sensorimotor system in a manner that facilitates exploration and manipulation of the physical environment, in a virtual environment system, the purpose is to train, inform, alter, or study the human operator to modify the state of the computer and the information environment. A major application in which the human operator is the target is that of flight simulation. Although flight simulators have been around for more than a decade, they had little impact outside aviation presumably because the application was so specialized and so expensive.

  16. Openwebglobe - AN Open Source Sdk for Creating Large-Scale Virtual Globes on a Webgl Basis

    NASA Astrophysics Data System (ADS)

    Loesch, B.; Christen, M.; Nebiker, S.

    2012-07-01

    This paper introduces the OpenWebGlobe project (www.openwebglobe.org) and the OpenWebGlobe SDK (Software Development Kit) - an open source virtual globe environment using WebGL. Unlike other (web-based) 3d geovisualisation technologies and toolkits, the OpenWebGlobe SDK not only supports the content authoring and web visualization aspects, but also the data processing functionality for generating multi-terabyte terrain, image, map and 3d point cloud data sets in high-performance and cloud-based parallel computing environments. The OpenWebGlobe architecture is described and the paper outlines the processing and the viewer functionality provided by the OpenWebGlobe SDK. It then discusses the generation and updating of a global 3d base map using OpenStreetMap data and finally presents two show cases employing the technology a) for implementing an interactive national 3d geoportal incorporating high resolution national geodata sets and b) for implementing a 3d geoinformation service supporting the real-time incorporation of 3d point cloud data.

  17. Creating knowledge structures in the pharmaceutical industry: the increasing significance of virtual organisation.

    PubMed

    Salazar, A; Howells, J

    2000-01-01

    This paper explores the specific trend and challenges facing the pharmaceutical industry regarding the exploitation of Internet e-commerce technology and virtual organisation to develop and maintain competitive advantage. There are two important facets of the current trend. One is the rapid development of a complex network of alliances between the established pharmaceutical companies and the specialised biotechnology company start-ups. The other is the rapid growth of internet e-commerce companies dedicated to developing specialised technological platforms for acquiring and selling genetic and biochemical knowledge. The underlying challenge is how big pharmaceutical companies can emulate some of the innovation processes of smaller biotechnology company start-ups, and how they can appropriate and applied new technological knowledge on the development of new drugs. Pharmaceutical companies in order to retain competitive advantage need to continuously monitor all aspects of knowledge management with regard to the R&D and manufacturing process (as well as customer management and marketing). Technological change and organisational restructuring should be aimed at boosting the capacity of large firms to innovate rapidly.

  18. Immunofluorescence staining of paraffin sections: creating DAB staining like virtual digital images using CMYK color conversion.

    PubMed

    Buchynska, L; Kashuba, E; Szekely, L

    2008-12-01

    Crystal violet treatment of formalin fixed paraffin embedded tissue slides greatly reduces the endogenous autofluorescence, and allows immunofluorescence (IF) staining with FITC or Alexa488 conjugated antibodies. Using cold CCD camera to capture the fluorescence images makes this staining method very sensitive. Here we show that combination of IF with the simultaneous recording of crystal violet induced red and Hoechst 33258 induced blue fluorescence permits the localization of the IF signal over a cytoplasmic: nuclear red:blue stain that visualizes the microscopic anatomy of the underlying tissue. To make the visual interpretation of the IF staining easier for microscopists, who are used to DAB staining over weak hematoxilin-eosin background, we created a simple color conversion procedure that turns the captured three-color fluorescence RGB (red, green, blue) images over a black background into four color CMYK (cyan, magenta, yellow, key color (black)) images.

  19. Strategic Tool for Students with Disabilities: Creating and Implementing Virtual Learning Environments without Barriers

    ERIC Educational Resources Information Center

    Barrett, Bob G., Jr.

    2011-01-01

    While some organizations have made strides in employing workers with disabilities as an act of social responsibility, other entities have started to realize the need and value of this untapped human resource (Thakker, 1997). Research has shown that employees with disabilities have low turnover rates, low absenteeism, and high motivation to prove…

  20. Strategic Tool for Students with Disabilities: Creating and Implementing Virtual Learning Environments without Barriers

    ERIC Educational Resources Information Center

    Barrett, Bob G., Jr.

    2011-01-01

    While some organizations have made strides in employing workers with disabilities as an act of social responsibility, other entities have started to realize the need and value of this untapped human resource (Thakker, 1997). Research has shown that employees with disabilities have low turnover rates, low absenteeism, and high motivation to prove…

  1. Enhancing Geologic Education in Grades 5-12: Creating Virtual Field Trips

    NASA Astrophysics Data System (ADS)

    Vitek, J. D.; Gamache, K. R.; Giardino, J. R.; Schroeder, C. E.

    2011-12-01

    New tools of technology enhance and facilitate the ability to bring the "field experience" into the classroom as part of the effort necessary to turn students onto the geosciences. The real key is high-speed computers and high-definition cameras with which to capture visual images. Still and movie data are easily obtained as are large and small-scale images from space, available through "Google Earth°". GPS information provides accurate location data to enhance mapping efforts. One no longer needs to rely on commercial ventures to show students any aspect of the "real" world. The virtual world is a viable replacement. The new cost-effective tools mean everyone can be a producer of information critical to understanding Earth. During the last four summers (2008-2011), Texas teachers have participated in G-Camp, an effort to instill geologic and geomorphic knowledge such that the information will make its way into classrooms. Teachers have acquired thousands of images and developed concepts that are being used to enhance their ability to promote geology in their classrooms. Texas will soon require four years of science at the high-school level, and we believe that geology or Earth science needs to be elevated to the required level of biology, chemistry and physics. Teachers need to be trained and methodology developed that is exciting to students. After all, everyone on Earth needs to be aware of the hazardous nature of geologic events not just to pass an exam, but for a lifetime. We use a video, which is a composite of our ventures, to show how data collected during these trips can be used in the classroom. . Social media, Facebook°, blogs, and email facilitate sharing information such that everyone can learn from each other about the best way to do things. New tools of technology are taking their place in every classroom to take advantage of the skills students bring to the learning environment. Besides many of these approaches are common to video gaming, and

  2. Creating Virtual Fieldwork Experiences of Geoheritage Sites as Educator Professional Development (Invited)

    NASA Astrophysics Data System (ADS)

    Duggan-Haas, D.

    2013-12-01

    Geoheritage sites are identified as such because they include excellent examples of geologic features or processes, or they have played an important role in the development of geologic understandings. These characteristics also make them excellent sites for teaching in the field, for teaching educators about the nature of fieldwork, and for making Virtual Fieldwork Experiences (VFEs, multimedia representations of field sites). Through the NSF-funded Regional and Local Earth (ReaL) Earth Inquiry Project, we have engaged educators in these practices. The nature of geoheritage sites is anomalous -- if this were not the case, the sites would not gain recognition. Anomalous features or processes can be powerful learning tools when placed into comparison with the more mundane, and the Earth system science of sites local to schools is likely to be mundane. By comparing the mundane and the extraordinary, it is hoped we can learn more about both. The professional development (PD) in ReaL Earth Inquiry begins with a face-to-face workshop within the teachers' region at a site that is interesting from an Earth system science perspective. Though we recognize and emphasize that all sites are interesting from an ESS perspective if you know how to look, the sites typically have features worthy of geoheritage designation. PD does not end with the end of the workshop but continues with online study groups where teachers work together to complete the workshop site VFE, and transition to work on VFEs of sites local to their schools. Throughout the program, participants engage in: - mentored fieldwork that pays attention to the skills and knowledge needed to lead fieldwork; - instruction in and use of a wide range of technologies for making VFEs; - study of a coherent conceptual framework connected to the project's driving question: Why does this place look the way it does? - and, use of resources for supporting all of the above The resources include templates for making VFEs and a

  3. Symbiota - A virtual platform for creating voucher-based biodiversity information communities.

    PubMed

    Gries, Corinna; Gilbert, Edward E; Franz, Nico M

    2014-01-01

    We review the Symbiota software platform for creating voucher-based biodiversity information portals and communities. Symbiota was originally conceived to promote small- to medium-sized, regionally and/or taxonomically themed collaborations of natural history collections. Over the past eight years the taxonomically diverse portals have grown into an important resource in North America and beyond for mobilizing, integrating, and using specimen- and observation-based occurrence records and derivative biodiversity information products. Designed to mirror the conceptual structure of traditional floras and faunas, Symbiota is exclusively web-based and employs a novel data model, information linking, and algorithms to provide highly dynamic customization. The themed portals enable meaningful access to biodiversity data for anyone from specialist to high school student. Symbiota emulates functionality of modern Content Management Systems, providing highly sophisticated yet intuitive user interfaces for data entry, batch processes, and editing. Each kind of content provision may be selectively accessed by authenticated information providers. Occupying a fairly specific niche in the biodiversity informatics arena, Symbiota provides extensive data exchange facilities and collaborates with other development projects to incorporate and not duplicate functionality as appropriate.

  4. Symbiota – A virtual platform for creating voucher-based biodiversity information communities

    PubMed Central

    Gilbert, Edward E.; Franz, Nico M.

    2014-01-01

    Abstract We review the Symbiota software platform for creating voucher-based biodiversity information portals and communities. Symbiota was originally conceived to promote small- to medium-sized, regionally and/or taxonomically themed collaborations of natural history collections. Over the past eight years the taxonomically diverse portals have grown into an important resource in North America and beyond for mobilizing, integrating, and using specimen- and observation-based occurrence records and derivative biodiversity information products. Designed to mirror the conceptual structure of traditional floras and faunas, Symbiota is exclusively web-based and employs a novel data model, information linking, and algorithms to provide highly dynamic customization. The themed portals enable meaningful access to biodiversity data for anyone from specialist to high school student. Symbiota emulates functionality of modern Content Management Systems, providing highly sophisticated yet intuitive user interfaces for data entry, batch processes, and editing. Each kind of content provision may be selectively accessed by authenticated information providers. Occupying a fairly specific niche in the biodiversity informatics arena, Symbiota provides extensive data exchange facilities and collaborates with other development projects to incorporate and not duplicate functionality as appropriate. PMID:25057252

  5. Context conditioning in humans using commercially available immersive Virtual Reality.

    PubMed

    Kroes, Marijn C W; Dunsmoor, Joseph E; Mackey, Wayne E; McClay, Mason; Phelps, Elizabeth A

    2017-08-17

    Despite a wealth of knowledge on how humans and nonhuman animals learn to associate meaningful events with cues in the environment, far less is known about how humans learn to associate these events with the environment itself. Progress on understanding spatiotemporal contextual processes in humans has been slow in large measure by the methodological constraint of generating and manipulating immersive spatial environments in well-controlled laboratory settings. Fortunately, immersive Virtual Reality (iVR) technology has improved appreciably and affords a relatively straightforward methodology to investigate the role of context on learning, memory, and emotion while maintaining experimental control. Here, we review context conditioning literature in humans and describe challenges to study contextual learning in humans. We then provide details for a novel context threat (fear) conditioning paradigm in humans using a commercially available VR headset and a cross-platform game engine. This paradigm resulted in the acquisition of subjective threat, threat-conditioned defensive responses, and explicit threat memory. We make the paradigm publicly available and describe obstacles and solutions to optimize future studies of context conditioning using iVR. As computer technology advances to replicate the sensation of realistic environments, there are increasing opportunities to bridge the translational gap between rodent and human research on how context modulates cognition, which may ultimately lead to more optimal treatment strategies for anxiety- and stress-related disorders.

  6. Errors in Seismic Hazard Assessment are Creating Huge Human Losses

    NASA Astrophysics Data System (ADS)

    Bela, J.

    2015-12-01

    GSHAP team; even though the obvious inadequacy of the GSHAP map could have been established in the course of a simple check before the project completion. The doctrine of "psha exceptionalism" that created the maps can only be esponged by carefully examining the facts . . . which unfortunately include huge human losses!

  7. The (human) science of medical virtual learning environments.

    PubMed

    Stone, Robert J

    2011-01-27

    The uptake of virtual simulation technologies in both military and civilian surgical contexts has been both slow and patchy. The failure of the virtual reality community in the 1990s and early 2000s to deliver affordable and accessible training systems stems not only from an obsessive quest to develop the 'ultimate' in so-called 'immersive' hardware solutions, from head-mounted displays to large-scale projection theatres, but also from a comprehensive lack of attention to the needs of the end users. While many still perceive the science of simulation to be defined by technological advances, such as computing power, specialized graphics hardware, advanced interactive controllers, displays and so on, the true science underpinning simulation--the science that helps to guarantee the transfer of skills from the simulated to the real--is that of human factors, a well-established discipline that focuses on the abilities and limitations of the end user when designing interactive systems, as opposed to the more commercially explicit components of technology. Based on three surgical simulation case studies, the importance of a human factors approach to the design of appropriate simulation content and interactive hardware for medical simulation is illustrated. The studies demonstrate that it is unnecessary to pursue real-world fidelity in all instances in order to achieve psychological fidelity--the degree to which the simulated tasks reproduce and foster knowledge, skills and behaviours that can be reliably transferred to real-world training applications.

  8. The (human) science of medical virtual learning environments

    PubMed Central

    Stone, Robert J.

    2011-01-01

    The uptake of virtual simulation technologies in both military and civilian surgical contexts has been both slow and patchy. The failure of the virtual reality community in the 1990s and early 2000s to deliver affordable and accessible training systems stems not only from an obsessive quest to develop the ‘ultimate’ in so-called ‘immersive’ hardware solutions, from head-mounted displays to large-scale projection theatres, but also from a comprehensive lack of attention to the needs of the end users. While many still perceive the science of simulation to be defined by technological advances, such as computing power, specialized graphics hardware, advanced interactive controllers, displays and so on, the true science underpinning simulation—the science that helps to guarantee the transfer of skills from the simulated to the real—is that of human factors, a well-established discipline that focuses on the abilities and limitations of the end user when designing interactive systems, as opposed to the more commercially explicit components of technology. Based on three surgical simulation case studies, the importance of a human factors approach to the design of appropriate simulation content and interactive hardware for medical simulation is illustrated. The studies demonstrate that it is unnecessary to pursue real-world fidelity in all instances in order to achieve psychological fidelity—the degree to which the simulated tasks reproduce and foster knowledge, skills and behaviours that can be reliably transferred to real-world training applications. PMID:21149363

  9. Virtual sound for virtual reality

    SciTech Connect

    Blattner, M.M. ||; Papp, A.L. III |

    1993-02-01

    The computational limitations of real-time interactive computing do not meet our requirements for producing realistic images for virtual reality in a convincing manner. Regardless of the real-time restrictions on virtual reality interfaces, the representations can be no better than the graphics. Computer graphics is still limited in its ability to generate complex objects such as landscapes and humans. Nevertheless, useful and convincing visualizations are made through a variety of techniques. The central theme of this article is that a similar situation is true with sound for virtual reality. It is beyond our abilityto create interactive soundscapes that create a faithful reproduction of real world sounds, however, by choosing one`s application carefully and using sound to enhance a display rather than only mimic real-world scenes, a very effective use of sound can be made.

  10. Virtual sound for virtual reality

    SciTech Connect

    Blattner, M.M. Cancer Center, Houston, TX . Dept. of Biomathematics Lawrence Livermore National Lab., CA California Univ., Davis, CA ); Papp, A.L. III Lawrence Livermore National Lab., CA )

    1993-02-01

    The computational limitations of real-time interactive computing do not meet our requirements for producing realistic images for virtual reality in a convincing manner. Regardless of the real-time restrictions on virtual reality interfaces, the representations can be no better than the graphics. Computer graphics is still limited in its ability to generate complex objects such as landscapes and humans. Nevertheless, useful and convincing visualizations are made through a variety of techniques. The central theme of this article is that a similar situation is true with sound for virtual reality. It is beyond our abilityto create interactive soundscapes that create a faithful reproduction of real world sounds, however, by choosing one's application carefully and using sound to enhance a display rather than only mimic real-world scenes, a very effective use of sound can be made.

  11. Knowledge environments representing molecular entities for the virtual physiological human.

    PubMed

    Hofmann-Apitius, Martin; Fluck, Juliane; Furlong, Laura; Fornes, Oriol; Kolárik, Corinna; Hanser, Susanne; Boeker, Martin; Schulz, Stefan; Sanz, Ferran; Klinger, Roman; Mevissen, Theo; Gattermayer, Tobias; Oliva, Baldo; Friedrich, Christoph M

    2008-09-13

    In essence, the virtual physiological human (VPH) is a multiscale representation of human physiology spanning from the molecular level via cellular processes and multicellular organization of tissues to complex organ function. The different scales of the VPH deal with different entities, relationships and processes, and in consequence the models used to describe and simulate biological functions vary significantly. Here, we describe methods and strategies to generate knowledge environments representing molecular entities that can be used for modelling the molecular scale of the VPH. Our strategy to generate knowledge environments representing molecular entities is based on the combination of information extraction from scientific text and the integration of information from biomolecular databases. We introduce @neuLink, a first prototype of an automatically generated, disease-specific knowledge environment combining biomolecular, chemical, genetic and medical information. Finally, we provide a perspective for the future implementation and use of knowledge environments representing molecular entities for the VPH.

  12. Simulated Lidar Images of Human Pose using a 3DS Max Virtual Laboratory

    DTIC Science & Technology

    2015-12-01

    AFRL-RH-WP-TR-2015-0089 SIMULATED LIDAR IMAGES OF HUMAN POSE USING A 3DS MAX VIRTUAL LABORATORY Jeanne Smith Isiah Davenport Infoscitex Corp...Images of Human Pose using a 3DS Max Virtual Laboratory 5a. CONTRACT NUMBER In-House 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 62202F 6...learning techniques. To produce these large sets of point clouds in an efficient and repeatable manner, a virtual laboratory environment was

  13. An intelligent virtual human system for providing healthcare information and support.

    PubMed

    Rizzo, Albert A; Lange, Belinda; Buckwalter, John G; Forbell, Eric; Kim, Julia; Sagae, Kenji; Williams, Josh; Rothbaum, Barbara O; Difede, JoAnn; Reger, Greg; Parsons, Thomas; Kenny, Patrick

    2011-01-01

    Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the "birth" of intelligent virtual humans. Seminal research and development has appeared in the creation of highly interactive, artificially intelligent and natural language capable virtual human agents that can engage real human users in a credible fashion. No longer at the level of a prop to add context or minimal faux interaction in a virtual world, virtual humans can be designed to perceive and act in a 3D virtual world, engage in spoken dialogues with real users and can be capable of exhibiting human-like emotional reactions. This paper will present an overview of the SimCoach project that aims to develop virtual human support agents to serve as online guides for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. The SimCoach experience is being designed to attract and engage military Service Members, Veterans and their significant others who might not otherwise seek help with a live healthcare provider. It is expected that this experience will motivate users to take the first step--to empower themselves to seek advice and information regarding their healthcare and general personal welfare and encourage them to take the next step towards seeking more formal resources if needed.

  14. Designing a socio-economic assessment method for integrative biomedical research: the Osteoporotic Virtual Physiological Human project.

    PubMed

    Thiel, Rainer; Stroetmann, Karl A; Stroetmann, Veli N; Viceconti, Marco

    2009-01-01

    In integrative biomedical research, methods assessing the clinical or even socio-economic impact of more complex technologies such as Information and Communication Technology (ICT)-based tools for modelling and simulation of human physiology have rarely been applied. The EU funded Osteoporotic Virtual Physiological Human (VPHOP) research project, part of the Virtual Physiological Human (VPH) European initiative, will create a patient-specific hypermodel to predict the absolute risk of bone fracture much more accurately than predictions based on current clinical practice. The project has developed an innovative, multilevel generic methodological framework to assess the clinical and socio-economic impact of biocomputational models. The assessment framework consists of three components: a socio-economic cost benefit analysis, health economic analysis of care pathways, and disease cost simulation models. Through its holistic perspective, the method provides a tool to appraise the overall value of biocomputational models for society.

  15. A Test of Spatial Contiguity for Virtual Human's Gestures in Multimedia Learning Environments

    ERIC Educational Resources Information Center

    Craig, Scotty D.; Twyford, Jessica; Irigoyen, Norma; Zipp, Sarah A.

    2015-01-01

    Virtual humans are becoming an easily available and popular component of multimedia learning that are often used in online learning environments. There is still a need for systematic research into their effectiveness. The current study investigates the positioning of a virtual human's gestures when guiding the learner through a multimedia…

  16. A Test of Spatial Contiguity for Virtual Human's Gestures in Multimedia Learning Environments

    ERIC Educational Resources Information Center

    Craig, Scotty D.; Twyford, Jessica; Irigoyen, Norma; Zipp, Sarah A.

    2015-01-01

    Virtual humans are becoming an easily available and popular component of multimedia learning that are often used in online learning environments. There is still a need for systematic research into their effectiveness. The current study investigates the positioning of a virtual human's gestures when guiding the learner through a multimedia…

  17. An experience of virtual leadership development for human resource managers.

    PubMed

    Sherk, Karen E; Nauseda, Fiona; Johnson, Sarah; Liston, Delphine

    2009-01-08

    Strong leadership and management skills are crucial to finding solutions to the human resource crisis in health. Health professionals and human resource (HR) managers worldwide who are in charge of addressing HR challenges in health systems often lack formal education in leadership and management. Management Sciences for Health (MSH) developed the Virtual Leadership Development Program (VLDP) with support from the United States Agency for International Development (USAID). The VLDP is a Web-based leadership development programme that combines face-to-face and distance-learning methodologies to strengthen the capacity of teams to identify and address health challenges and produce results. The USAID-funded Leadership, Management and Sustainability (LMS) Program, implemented by MSH, and the USAID-funded Capacity Project, implemented by IntraHealth, adapted the VLDP for HR managers to help them identify and address HR challenges that ministries of health, other public-sector organizations and nongovernmental organizations are facing. LOCAL SETTINGS: Three examples illustrate the results of the VLDP for teams of HR managers: 1. the Uganda Protestant and Catholic Medical Bureaus 2. the Christian Health Association of Malawi 3. the Developing Human Resources for Health Project in Uganda. The VLDP is an effective programme for developing the management and leadership capacity of HR managers in health.

  18. An experience of virtual leadership development for human resource managers

    PubMed Central

    Sherk, Karen E; Nauseda, Fiona; Johnson, Sarah; Liston, Delphine

    2009-01-01

    Problem Strong leadership and management skills are crucial to finding solutions to the human resource crisis in health. Health professionals and human resource (HR) managers worldwide who are in charge of addressing HR challenges in health systems often lack formal education in leadership and management. Approach Management Sciences for Health (MSH) developed the Virtual Leadership Development Program (VLDP) with support from the United States Agency for International Development (USAID). The VLDP is a Web-based leadership development programme that combines face-to-face and distance-learning methodologies to strengthen the capacity of teams to identify and address health challenges and produce results. Relevant changes The USAID-funded Leadership, Management and Sustainability (LMS) Program, implemented by MSH, and the USAID-funded Capacity Project, implemented by IntraHealth, adapted the VLDP for HR managers to help them identify and address HR challenges that ministries of health, other public-sector organizations and nongovernmental organizations are facing. Local settings Three examples illustrate the results of the VLDP for teams of HR managers: 1. the Uganda Protestant and Catholic Medical Bureaus 2. the Christian Health Association of Malawi 3. the Developing Human Resources for Health Project in Uganda. Lessons learnt The VLDP is an effective programme for developing the management and leadership capacity of HR managers in health. PMID:19133140

  19. Creating a Tiny Human Body on a Chip

    SciTech Connect

    Hunsberger, Maren; Soscia, Dave; Moya, Monica

    2016-01-27

    LLNL science communicator Maren Hunsberger takes us "Inside the Lab" to learn about the iChip (In-vitro Chip-based Human Investigational Platform) project at Lawrence Livermore National Laboratory. "One application of the iChip system would be to develop new pharmaceutical drugs," explains Dave Soscia, LLNL postdoc. "When you test in a mouse for example, it's not as close to the human system as you can get. If we can take human cells and put them on devices and actually mimic the structure and function of the organ systems in the human, we can actually replace animal testing and even make a better system for testing pharmaceutical drugs."

  20. Creating a Tiny Human Body on a Chip

    ScienceCinema

    Hunsberger, Maren; Soscia, Dave; Moya, Monica

    2016-07-12

    LLNL science communicator Maren Hunsberger takes us "Inside the Lab" to learn about the iChip (In-vitro Chip-based Human Investigational Platform) project at Lawrence Livermore National Laboratory. "One application of the iChip system would be to develop new pharmaceutical drugs," explains Dave Soscia, LLNL postdoc. "When you test in a mouse for example, it's not as close to the human system as you can get. If we can take human cells and put them on devices and actually mimic the structure and function of the organ systems in the human, we can actually replace animal testing and even make a better system for testing pharmaceutical drugs."

  1. Closed-loop dialog model of face-to-face communication with a photo-real virtual human

    NASA Astrophysics Data System (ADS)

    Kiss, Bernadette; Benedek, Balázs; Szijárto, Gábor; Takács, Barnabás

    2004-01-01

    We describe an advanced Human Computer Interaction (HCI) model that employs photo-realistic virtual humans to provide digital media users with information, learning services and entertainment in a highly personalized and adaptive manner. The system can be used as a computer interface or as a tool to deliver content to end-users. We model the interaction process between the user and the system as part of a closed loop dialog taking place between the participants. This dialog, exploits the most important characteristics of a face-to-face communication process, including the use of non-verbal gestures and meta communication signals to control the flow of information. Our solution is based on a Virtual Human Interface (VHI) technology that was specifically designed to be able to create emotional engagement between the virtual agent and the user, thus increasing the efficiency of learning and/or absorbing any information broadcasted through this device. The paper reviews the basic building blocks and technologies needed to create such a system and discusses its advantages over other existing methods.

  2. Human Rights Education: Imaginative Possibilities for Creating Change

    ERIC Educational Resources Information Center

    Bajaj, Monisha

    2015-01-01

    Background/Context: Human rights education has proliferated in the past four decades and can be found in policy discussions, textbook reforms, and grassroots initiatives across the globe. This article specifically explores the role of creativity and imagination in human rights education (HRE) by focusing on a case study of one non-governmental…

  3. Human Rights Education: Imaginative Possibilities for Creating Change

    ERIC Educational Resources Information Center

    Bajaj, Monisha

    2015-01-01

    Background/Context: Human rights education has proliferated in the past four decades and can be found in policy discussions, textbook reforms, and grassroots initiatives across the globe. This article specifically explores the role of creativity and imagination in human rights education (HRE) by focusing on a case study of one non-governmental…

  4. The Use of Virtual Reality for Creating Unusual Environmental Stimulation to Motivate Students to Explore Creative Ideas

    ERIC Educational Resources Information Center

    Lau, Kung Wong; Lee, Pui Yuen

    2015-01-01

    This paper discusses the roles of simulation in creativity education and how to apply immersive virtual environments to enhance students' learning experiences in university, through the provision of interactive simulations. An empirical study of a simulated virtual reality was carried out in order to investigate the effectiveness of providing…

  5. The Use of Virtual Reality for Creating Unusual Environmental Stimulation to Motivate Students to Explore Creative Ideas

    ERIC Educational Resources Information Center

    Lau, Kung Wong; Lee, Pui Yuen

    2015-01-01

    This paper discusses the roles of simulation in creativity education and how to apply immersive virtual environments to enhance students' learning experiences in university, through the provision of interactive simulations. An empirical study of a simulated virtual reality was carried out in order to investigate the effectiveness of providing…

  6. What about the Firewall? Creating Virtual Worlds in a Public Primary School Using Sim-on-a-Stick

    ERIC Educational Resources Information Center

    Jacka, Lisa; Booth, Kate

    2012-01-01

    Virtual worlds are highly immersive, engaging and popular computer mediated environments being explored by children and adults. Why then aren't more teachers using virtual worlds in the classroom with primary and secondary school students? Reasons often cited are the learning required to master the technology, low-end graphics cards, poor…

  7. What about the Firewall? Creating Virtual Worlds in a Public Primary School Using Sim-on-a-Stick

    ERIC Educational Resources Information Center

    Jacka, Lisa; Booth, Kate

    2012-01-01

    Virtual worlds are highly immersive, engaging and popular computer mediated environments being explored by children and adults. Why then aren't more teachers using virtual worlds in the classroom with primary and secondary school students? Reasons often cited are the learning required to master the technology, low-end graphics cards, poor…

  8. Genetic recombination between human and animal parasites creates novel strains of human pathogen.

    PubMed

    Gibson, Wendy; Peacock, Lori; Ferris, Vanessa; Fischer, Katrin; Livingstone, Jennifer; Thomas, James; Bailey, Mick

    2015-03-01

    Genetic recombination between pathogens derived from humans and livestock has the potential to create novel pathogen strains, highlighted by the influenza pandemic H1N1/09, which was derived from a re-assortment of swine, avian and human influenza A viruses. Here we investigated whether genetic recombination between subspecies of the protozoan parasite, Trypanosoma brucei, from humans and animals can generate new strains of human pathogen, T. b. rhodesiense (Tbr) responsible for sleeping sickness (Human African Trypanosomiasis, HAT) in East Africa. The trait of human infectivity in Tbr is conferred by a single gene, SRA, which is potentially transferable to the animal pathogen Tbb by sexual reproduction. We tracked the inheritance of SRA in crosses of Tbr and Tbb set up by co-transmitting genetically-engineered fluorescent parental trypanosome lines through tsetse flies. SRA was readily transferred into new genetic backgrounds by sexual reproduction between Tbr and Tbb, thus creating new strains of the human pathogen, Tbr. There was no evidence of diminished growth or transmissibility of hybrid trypanosomes carrying SRA. Although expression of SRA is critical to survival of Tbr in the human host, we show that the gene exists as a single copy in a representative collection of Tbr strains. SRA was found on one homologue of chromosome IV in the majority of Tbr isolates examined, but some Ugandan Tbr had SRA on both homologues. The mobility of SRA by genetic recombination readily explains the observed genetic variability of Tbr in East Africa. We conclude that new strains of the human pathogen Tbr are being generated continuously by recombination with the much larger pool of animal-infective trypanosomes. Such novel recombinants present a risk for future outbreaks of HAT.

  9. Evaluation of a computerized aid for creating human behavioral representations of human-computer interaction.

    PubMed

    Williams, Kent E; Voigt, Jeffrey R

    2004-01-01

    The research reported herein presents the results of an empirical evaluation that focused on the accuracy and reliability of cognitive models created using a computerized tool: the cognitive analysis tool for human-computer interaction (CAT-HCI). A sample of participants, expert in interacting with a newly developed tactical display for the U.S. Army's Bradley Fighting Vehicle, individually modeled their knowledge of 4 specific tasks employing the CAT-HCI tool. Measures of the accuracy and consistency of task models created by these task domain experts using the tool were compared with task models created by a double expert. The findings indicated a high degree of consistency and accuracy between the different "single experts" in the task domain in terms of the resultant models generated using the tool. Actual or potential applications of this research include assessing human-computer interaction complexity, determining the productivity of human-computer interfaces, and analyzing an interface design to determine whether methods can be automated.

  10. SimCoach: An Intelligent Virtual Human System for Proving Healthcare Information and Support

    DTIC Science & Technology

    2010-08-01

    serve the role of virtual therapists is still fraught with both technical and ethical concerns, the SimCoach project does not aim to become a “doc in...initiating care. While we believe that the use of virtual humans to serve the role of virtual therapists is still fraught with both technical and ethical...Joe Weizenbaum. In 1966, he wrote a language analysis program called ELIZA that was designed to imitate a Rogerian therapist . The system allowed a

  11. Volume rendering of visible human data for an anatomical virtual environment.

    PubMed

    Kerr, J; Ratiu, P; Sellberg, M

    1996-01-01

    of specific anatomical structures. We have the capability to generate images that are both accurate and lifelike, much like photographic anatomical atlases. We can also generate images, models, and textures that have the clarity of medical artwork/illustrations, by highlighting the coloring of the ray traced structures with conventional colors instead of the natural color of the specimen. We are currently in the process of generating a comprehensive reference atlas of volume rendered images of the human body, soon to be published by Mosby-Year Book. The segmentation techniques needed to create this atlas also offer the accuracy and realism needed to create surface models and texture maps for a virtual environment for surgery simulation.

  12. Modelling human burn injuries in a three-dimensional virtual environment.

    PubMed

    Dirnberger, J; Giretzlehner, M; Ruhmer, M; Haller, H; Rodemund, C

    2003-01-01

    This paper gives a work-in-progress report on our research project BurnCase, a virtual environment for modelling human burn injuries. The goal of the project is to simplify and improve the diagnosis and medical treatment of burns. Due to the lack of electronic and computational support for current diagnosis methods, enormous variations regarding the approximated size of burned skin regions exist. And although Simplifications like the Rule-Of-Nines-Method ([Weidringer, 2002]), Lund and Browder ([LundBrowder, 1944]) and others try to compensate for these errors, the fact remains that different physicians overestimate the BSA (Body Surface Area) by 20% up to 50%, depending on the different experience and subjectivity of the approximation process. Nevertheless, different supporting mechanisms have been developed to assist the process of burn region transfer so that after transferring all burned regions on the virtual human body, calculations can be applied in order to evaluate standard indices like the ABSI (Abbreviated Burn Severity Index), and Baux ([Baux, 1989]) as well as ICD10 (International Classification of Diseases) diagnosis encoding. The virtual body simulation is based on state-of-the-art 3D computer graphics (OpenGL). Thus a simulation system, providing a graphical user interface, allows surgeons to transfer a patient's burn injury regions onto an appropriate 3-dimensional model. As such, the BurnCase system improves surface determination by calculating region surfaces up to a precision of one cm2. This improves the average variation to less than 5%, limited by the precision of the surface transfer onto the virtual model. The system already allows the transfer of burned regions by using standard input devices. For this purpose different reference models of human bodies have been created in order to receive appropriate results based on measured physical data of different patients. Moreover, an underlying database stores all entered case studies so that it is

  13. Metaphysical and ethical perspectives on creating animal-human chimeras.

    PubMed

    Eberl, Jason T; Ballard, Rebecca A

    2009-10-01

    This paper addresses several questions related to the nature, production, and use of animal-human (a-h) chimeras. At the heart of the issue is whether certain types of a-h chimeras should be brought into existence, and, if they are, how we should treat such creatures. In our current research environment, we recognize a dichotomy between research involving nonhuman animal subjects and research involving human subjects, and the classification of a research protocol into one of these categories will trigger different ethical standards as to the moral permissibility of the research in question. Are a-h chimeras entitled to the more restrictive and protective ethical standards applied to human research subjects? We elucidate an Aristotelian-Thomistic metaphysical framework in which to argue how such chimeras ought to be defined ontologically. We then examine when the creation of, and experimentation upon, certain types of a-h chimeras may be morally permissible.

  14. The human side of design: creating a new film library.

    PubMed

    Gottardi, L

    1998-01-01

    The use of continuous quality improvement may keep your film library processes running smoothly, but your staff may still struggle daily with its inadequate design. As the experts who work and live within the design, staff members deserve to play an active role in its improvement. When plans for a construction project that would include a larger film storage area were approved at Tampa General Healthcare, the administrative manager of the film library studied the first generation of blueprints. Encouraged to speak to the designer about her ideas, she presented sketches she had traced over blueprints to relocate the office entrance. Her design suggestions were welcomed. With the film library supervisors now wanting to involve staff members, the administrative manager created a wish list survey asking staff about positive and negative aspects of their work space, and for their suggestions on improving it, if given the chance. They responded with ideas for more soundproofing, better lighting and better storage space. Others recommended better ergonomic design for keyboard height, drawers and even the height of the sliding-glass window in the reception area. These suggestions did not account for the process delays the library experienced, however. Spending time in each of four work areas, the administrative manager found wasted movement, crowding of staff, film and equipment, and inadequate storage. This was the right time for change, she felt, an opportunity that shouldn't slip by. Various plans were created, not only to isolate office workers from noise and traffic, but to include items from the wish list. When it was time for the specifications, staff feedback became critical. The administrative manager consulted with staff members on various shifts and worked with staff ideas and sketches. The time the designer spent visiting the many work areas was critical to finalizing plans. The construction phase came next, after careful planning for carrying out work during

  15. Airways, vasculature, and interstitial tissue: anatomically informed computational modeling of human lungs for virtual clinical trials

    NASA Astrophysics Data System (ADS)

    Abadi, Ehsan; Sturgeon, Gregory M.; Agasthya, Greeshma; Harrawood, Brian; Hoeschen, Christoph; Kapadia, Anuj; Segars, W. P.; Samei, Ehsan

    2017-03-01

    This study aimed to model virtual human lung phantoms including both non-parenchymal and parenchymal structures. Initial branches of the non-parenchymal structures (airways, arteries, and veins) were segmented from anatomical data in each lobe separately. A volume-filling branching algorithm was utilized to grow the higher generations of the airways and vessels to the level of terminal branches. The diameters of the airways and vessels were estimated using established relationships between flow rates and diameters. The parenchyma was modeled based on secondary pulmonary lobule units. Polyhedral shapes with variable sizes were modeled, and the borders were assigned to interlobular septa. A heterogeneous background was added inside these units using a non-parametric texture synthesis algorithm which was informed by a high-resolution CT lung specimen dataset. A voxelized based CT simulator was developed to create synthetic helical CT images of the phantom with different pitch values. Results showed the progressive degradation in depiction of lung details with increased pitch. Overall, the enhanced lung models combined with the XCAT phantoms prove to provide a powerful toolset to perform virtual clinical trials in the context of thoracic imaging. Such trials, not practical using clinical datasets or simplistic phantoms, can quantitatively evaluate and optimize advanced imaging techniques towards patient-based care.

  16. Spontaneous Recovery of Human Spatial Memory in a Virtual Water Maze

    ERIC Educational Resources Information Center

    Luna, David; Martínez, Héctor

    2015-01-01

    The occurrence of spontaneous recovery in human spatial memory was assessed using a virtual environment. In Experiment 1, spatial memory was established by training participants to locate a hidden platform in a virtual water maze using a set of four distal landmarks. In Experiment 2, after learning about the location of a hidden platform, the…

  17. A Virtual Patient Simulator Based on Human Connectome and 7 T MRI for Deep Brain Stimulation

    PubMed Central

    Bonmassar, Giorgio; Angelone, Leonardo M.; Makris, Nikos

    2015-01-01

    This paper presents a virtual model of patients with Deep Brain Stimulation implants. The model is based on Human Connectome and 7 Tesla Magnetic Resonance Imaging (MRI) data. We envision that the proposed virtual patient simulator will enable radio frequency power dosimetry on patients with deep brain stimulation implants undergoing MRI. Results from the proposed virtual patient study may facilitate the use of clinical MRI instead of computed tomography scans. The virtual patient will be flexible and morphable to relate to patient-specific neurological and psychiatric conditions such as Obsessive Compulsive Disorder, which benefit from deep brain stimulation. PMID:25705324

  18. Mars One; creating a human settlement on Mars

    NASA Astrophysics Data System (ADS)

    Wielders, A.; Lansdorp, B.; Flinkenflögel, S.; Versteeg, B.; Kraft, N.; Vaandrager, E.; Wagensveld, M.; Dogra, A.; Casagrande, B.; Aziz, N.

    2013-09-01

    Mars One will take humanity to Mars in 2023, to establish a permanent settlement from which human kind will prosper, learn, and grow. Before the first crew lands, Mars One will have established a habitable, sustainable outpost designed to receive new astronauts every two years. To accomplish this, Mars One has developed a precise, realistic plan based entirely upon proven technologies. It is both economically and logistically feasible, and already underway with the aggregation and appointment of hardware suppliers and experts in space exploration. In this paper Mars One discusses the benefits of the mission for planetary science in general and Mars studies in particular. Furthermore potential contributions from the planetary community to the Mars One project will be identified.

  19. "Data characterizing microfabricated human blood vessels created via hydrodynamic focusing".

    PubMed

    DiVito, Kyle A; Daniele, Michael A; Roberts, Steven A; Ligler, Frances S; Adams, André A

    2017-10-01

    This data article provides further detailed information related to our research article titled "Microfabricated Blood Vessels Undergo Neovascularization" (DiVito et al., 2017) [1], in which we report fabrication of human blood vessels using hydrodynamic focusing (HDF). Hydrodynamic focusing with advection inducing chevrons were used in concert to encase one fluid stream within another, shaping the inner core fluid into 'bullseye-like" cross-sections that were preserved through click photochemistry producing streams of cellularized hollow 3-dimensional assemblies, such as human blood vessels (Daniele et al., 2015a, 2015b, 2014, 2016; Roberts et al., 2016) [2], [3], [4], [5], [6]. Applications for fabricated blood vessels span general tissue engineering to organ-on-chip technologies, with specific utility in in vitro drug delivery and pharmacodynamics studies. Here, we report data regarding the construction of blood vessels including cellular composition and cell positioning within the engineered vascular construct as well as functional aspects of the tissues.

  20. Ethical aspects of creating human-nonhuman chimeras capable of human gamete production and human pregnancy.

    PubMed

    Palacios-González, César

    2015-01-01

    In this paper I explore some of the moral issues that could emerge from the creation of human-nonhuman chimeras (HNH-chimeras) capable of human gamete production and human pregnancy. First I explore whether there is a cogent argument against the creation of HNH-chimeras that could produce human gametes. I conclude that so far there is none, and that in fact there is at least one good moral reason for producing such types of creatures. Afterwards I explore some of the moral problems that could emerge from the fact that a HNH-chimera could become pregnant with a human conceptus. I focus on two sets of problems: problems that would arise by virtue of the fact that a human is gestated by a nonhuman creature, and problems that would emerge from the fact that such pregnancies could affect the health of the HNH-chimera.

  1. Human Robotic Study at Houghton Crater - virtual reality study from NASA Ames (FFC) Future Fight

    NASA Technical Reports Server (NTRS)

    2002-01-01

    Human Robotic Study at Houghton Crater - virtual reality study from NASA Ames (FFC) Future Fight Central simulator tower L-R: Dr Geoffrey Briggs; Jen Jasper (seated); Dr Jan Akins and Mr. Tony Gross, Ames

  2. Human Robotic Study at Houghton Crater - virtual reality study from NASA Ames (FFC) Future Fight

    NASA Technical Reports Server (NTRS)

    2002-01-01

    Human Robotic Study at Houghton Crater - virtual reality study from NASA Ames (FFC) Future Fight Central simulator tower L-R: Dr Geoffrey Briggs; Jen Jasper (seated); Dr Jan Akins and Mr. Tony Gross, Ames

  3. Ecological validity of virtual environments to assess human navigation ability

    PubMed Central

    van der Ham, Ineke J. M.; Faber, Annemarie M. E.; Venselaar, Matthijs; van Kreveld, Marc J.; Löffler, Maarten

    2015-01-01

    Route memory is frequently assessed in virtual environments. These environments can be presented in a fully controlled manner and are easy to use. Yet they lack the physical involvement that participants have when navigating real environments. For some aspects of route memory this may result in reduced performance in virtual environments. We assessed route memory performance in four different environments: real, virtual, virtual with directional information (compass), and hybrid. In the hybrid environment, participants walked the route outside on an open field, while all route information (i.e., path, landmarks) was shown simultaneously on a handheld tablet computer. Results indicate that performance in the real life environment was better than in the virtual conditions for tasks relying on survey knowledge, like pointing to start and end point, and map drawing. Performance in the hybrid condition however, hardly differed from real life performance. Performance in the virtual environment did not benefit from directional information. Given these findings, the hybrid condition may offer the best of both worlds: the performance level is comparable to that of real life for route memory, yet it offers full control of visual input during route learning. PMID:26074831

  4. Pain Assessment and Treatment Disparities: A Virtual Human Technology Investigation

    PubMed Central

    Hirsh, Adam T.; George, Steven Z.; Robinson, Michael E.

    2009-01-01

    Pain assessment and treatment is influenced by patient demographic characteristics and nonverbal expressions. Methodological challenges have limited the empirical investigation of these issues. The current analogue study employed an innovative research design and novel virtual human (VH) technology to investigate disparities in pain-related clinical decision making. Fifty-four nurses viewed vignettes consisting of a video clip of the VH patient and clinical summary information describing a post-surgical context. Participants made assessment (pain intensity and unpleasantness) and treatment (non-opioid and opioid medications) decisions on computerized visual analogue scales. VH demographic cues of sex, race, and age, as well as facial expression of pain, were systematically manipulated and hypothesized to influence decision ratings. Idiographic and nomothetic statistical analyses were conducted to test these hypotheses. Idiographic results indicated that sex, race, age, and pain expression cues accounted for significant, unique variance in decision policies among many nurses. Pain expression was the most salient cue in this context. Nomothetic results indicated differences within VH cues of interest; the size and consistency of these differences varied across policy domains. This study demonstrates the application of VH technology and lens model methodology to the study of disparities in pain-related decision making. Assessment and treatment of acute post-surgical pain often varies based on VH demographic and facial expression cues. These data contribute to the existing literature on disparities in pain practice and highlight the potential of a novel approach that may serve as a model for future investigation of these critical issues. PMID:19269742

  5. Pain assessment and treatment disparities: a virtual human technology investigation.

    PubMed

    Hirsh, Adam T; George, Steven Z; Robinson, Michael E

    2009-05-01

    Pain assessment and treatment is influenced by patient demographic characteristics and nonverbal expressions. Methodological challenges have limited the empirical investigation of these issues. The current analogue study employed an innovative research design and novel virtual human (VH) technology to investigate disparities in pain-related clinical decision-making. Fifty-four nurses viewed vignettes consisting of a video clip of the VH patient and clinical summary information describing a post-surgical context. Participants made assessment (pain intensity and unpleasantness) and treatment (non-opioid and opioid medications) decisions on computerized visual analogue scales. VH demographic cues of sex, race, and age, as well as facial expression of pain, were systematically manipulated and hypothesized to influence decision ratings. Idiographic and nomothetic statistical analyses were conducted to test these hypotheses. Idiographic results indicated that sex, race, age, and pain expression cues accounted for significant, unique variance in decision policies among many nurses. Pain expression was the most salient cue in this context. Nomothetic results indicated differences within VH cues of interest; the size and consistency of these differences varied across policy domains. This study demonstrates the application of VH technology and lens model methodology to the study of disparities in pain-related decision-making. Assessment and treatment of acute post-surgical pain often varies based on VH demographic and facial expression cues. These data contribute to the existing literature on disparities in pain practice and highlight the potential of a novel approach that may serve as a model for future investigation of these critical issues.

  6. Realistic facial expression of virtual human based on color, sweat, and tears effects.

    PubMed

    Alkawaz, Mohammed Hazim; Basori, Ahmad Hoirul; Mohamad, Dzulkifli; Mohamed, Farhan

    2014-01-01

    Generating extreme appearances such as scared awaiting sweating while happy fit for tears (cry) and blushing (anger and happiness) is the key issue in achieving the high quality facial animation. The effects of sweat, tears, and colors are integrated into a single animation model to create realistic facial expressions of 3D avatar. The physical properties of muscles, emotions, or the fluid properties with sweating and tears initiators are incorporated. The action units (AUs) of facial action coding system are merged with autonomous AUs to create expressions including sadness, anger with blushing, happiness with blushing, and fear. Fluid effects such as sweat and tears are simulated using the particle system and smoothed-particle hydrodynamics (SPH) methods which are combined with facial animation technique to produce complex facial expressions. The effects of oxygenation of the facial skin color appearance are measured using the pulse oximeter system and the 3D skin analyzer. The result shows that virtual human facial expression is enhanced by mimicking actual sweating and tears simulations for all extreme expressions. The proposed method has contribution towards the development of facial animation industry and game as well as computer graphics.

  7. Realistic Facial Expression of Virtual Human Based on Color, Sweat, and Tears Effects

    PubMed Central

    Alkawaz, Mohammed Hazim; Basori, Ahmad Hoirul; Mohamad, Dzulkifli; Mohamed, Farhan

    2014-01-01

    Generating extreme appearances such as scared awaiting sweating while happy fit for tears (cry) and blushing (anger and happiness) is the key issue in achieving the high quality facial animation. The effects of sweat, tears, and colors are integrated into a single animation model to create realistic facial expressions of 3D avatar. The physical properties of muscles, emotions, or the fluid properties with sweating and tears initiators are incorporated. The action units (AUs) of facial action coding system are merged with autonomous AUs to create expressions including sadness, anger with blushing, happiness with blushing, and fear. Fluid effects such as sweat and tears are simulated using the particle system and smoothed-particle hydrodynamics (SPH) methods which are combined with facial animation technique to produce complex facial expressions. The effects of oxygenation of the facial skin color appearance are measured using the pulse oximeter system and the 3D skin analyzer. The result shows that virtual human facial expression is enhanced by mimicking actual sweating and tears simulations for all extreme expressions. The proposed method has contribution towards the development of facial animation industry and game as well as computer graphics. PMID:25136663

  8. Virtual Project Management: Examining the Roles and Functions of Online Instructors in Creating Learning Applications with Value

    ERIC Educational Resources Information Center

    Barrett, Bob

    2012-01-01

    While many students and instructors are transitioning from the brick-and-mortar classrooms to virtual classrooms, labs, and simulations, this requires a higher-level of expertise, control, and perseverance by the instructor. Traditional methods of teaching, leading, managing, and organizing learn activities has changed in terms of the virtual…

  9. Low-frequency theta oscillations in the human hippocampus during real-world and virtual navigation

    PubMed Central

    Bohbot, Véronique D.; Copara, Milagros S.; Gotman, Jean; Ekstrom, Arne D.

    2017-01-01

    Low-Frequency Oscillations (LFO) in the range of 7–9 Hz, or theta rhythm, has been recorded in rodents ambulating in the real world. However, intra-hippocampus EEG recordings during virtual navigation in humans have consistently reported LFO that appear to predominate around 3–4 Hz. Here we report clear evidence of 7–9 Hz rhythmicity in raw intra-hippocampus EEG traces during real as well as virtual movement. Oscillations typically occur at a lower frequency in virtual than real world navigation. This study highlights the possibility that human and rodent hippocampal EEG activity are not as different as previously reported and this difference may arise, in part, due to the lack of actual movement in previous human navigation studies, which were virtual. PMID:28195129

  10. Low-frequency theta oscillations in the human hippocampus during real-world and virtual navigation.

    PubMed

    Bohbot, Véronique D; Copara, Milagros S; Gotman, Jean; Ekstrom, Arne D

    2017-02-14

    Low-Frequency Oscillations (LFO) in the range of 7-9 Hz, or theta rhythm, has been recorded in rodents ambulating in the real world. However, intra-hippocampus EEG recordings during virtual navigation in humans have consistently reported LFO that appear to predominate around 3-4 Hz. Here we report clear evidence of 7-9 Hz rhythmicity in raw intra-hippocampus EEG traces during real as well as virtual movement. Oscillations typically occur at a lower frequency in virtual than real world navigation. This study highlights the possibility that human and rodent hippocampal EEG activity are not as different as previously reported and this difference may arise, in part, due to the lack of actual movement in previous human navigation studies, which were virtual.

  11. Effects of virtual human animation on emotion contagion in simulated inter-personal experiences.

    PubMed

    Wu, Yanxiang; Babu, Sabarish V; Armstrong, Rowan; Bertrand, Jeffrey W; Luo, Jun; Roy, Tania; Daily, Shaundra B; Dukes, Lauren Cairco; Hodges, Larry F; Fasolino, Tracy

    2014-04-01

    We empirically examined the impact of virtual human animation on the emotional responses of participants in a medical virtual reality system for education in the signs and symptoms of patient deterioration. Participants were presented with one of two virtual human conditions in a between-subjects experiment, static (non-animated) and dynamic (animated). Our objective measures included the use of psycho-physical Electro Dermal Activity (EDA) sensors, and subjective measures inspired by social psychology research included the Differential Emotions Survey (DES IV) and Positive and Negative Affect Survey (PANAS). We analyzed the quantitative and qualitative measures associated with participants’ emotional state at four distinct time-steps in the simulated interpersonal experience as the virtual patient’s medical condition deteriorated. Results suggest that participants in the dynamic condition with animations exhibited a higher sense of co-presence and greater emotional response as compared to participants in the static condition, corresponding to the deterioration in the medical condition of the virtual patient. Negative affect of participants in the dynamic condition increased at a higher rate than for participants in the static condition. The virtual human animations elicited a stronger response in negative emotions such as anguish, fear, and anger as the virtual patient’s medical condition worsened.

  12. Using Virtual Technology to Promote Functional Communication in Aphasia: Preliminary Evidence From Interactive Dialogues With Human and Virtual Clinicians.

    PubMed

    Kalinyak-Fliszar, Michelene; Martin, Nadine; Keshner, Emily; Rudnicky, Alex; Shi, Justin; Teodoro, Gregory

    2015-11-01

    We investigated the feasibility of using a virtual clinician (VC) to promote functional communication abilities of persons with aphasia (PWAs). We aimed to determine whether the quantity and quality of verbal output in dialogues with a VC would be the same or greater than those with a human clinician (HC). Four PWAs practiced dialogues for 2 sessions each with a HC and VC. Dialogues from before and after practice were transcribed and analyzed for content. We compared measures taken before and after practice in the VC and HC conditions. Results were mixed. Participants either produced more verbal output with the VC or showed no difference on this measure between the VC and HC conditions. Participants also showed some improvement in postpractice narratives. Results provide support for the feasibility and applicability of virtual technology to real-life communication contexts to improve functional communication in PWAs.

  13. Using Virtual Technology to Promote Functional Communication in Aphasia: Preliminary Evidence From Interactive Dialogues With Human and Virtual Clinicians

    PubMed Central

    Martin, Nadine; Keshner, Emily; Rudnicky, Alex; Shi, Justin; Teodoro, Gregory

    2015-01-01

    Purpose We investigated the feasibility of using a virtual clinician (VC) to promote functional communication abilities of persons with aphasia (PWAs). We aimed to determine whether the quantity and quality of verbal output in dialogues with a VC would be the same or greater than those with a human clinician (HC). Method Four PWAs practiced dialogues for 2 sessions each with a HC and VC. Dialogues from before and after practice were transcribed and analyzed for content. We compared measures taken before and after practice in the VC and HC conditions. Results Results were mixed. Participants either produced more verbal output with the VC or showed no difference on this measure between the VC and HC conditions. Participants also showed some improvement in postpractice narratives. Conclusion Results provide support for the feasibility and applicability of virtual technology to real-life communication contexts to improve functional communication in PWAs. PMID:26431390

  14. Suitability of virtual prototypes to support human factors/ergonomics evaluation during the design.

    PubMed

    Aromaa, Susanna; Väänänen, Kaisa

    2016-09-01

    In recent years, the use of virtual prototyping has increased in product development processes, especially in the assessment of complex systems targeted at end-users. The purpose of this study was to evaluate the suitability of virtual prototyping to support human factors/ergonomics evaluation (HFE) during the design phase. Two different virtual prototypes were used: augmented reality (AR) and virtual environment (VE) prototypes of a maintenance platform of a rock crushing machine. Nineteen designers and other stakeholders were asked to assess the suitability of the prototype for HFE evaluation. Results indicate that the system model characteristics and user interface affect the experienced suitability. The VE system was valued as being more suitable to support the assessment of visibility, reach, and the use of tools than the AR system. The findings of this study can be used as a guidance for the implementing virtual prototypes in the product development process.

  15. The EuroPhysiome, STEP and a roadmap for the virtual physiological human.

    PubMed

    Fenner, J W; Brook, B; Clapworthy, G; Coveney, P V; Feipel, V; Gregersen, H; Hose, D R; Kohl, P; Lawford, P; McCormack, K M; Pinney, D; Thomas, S R; Van Sint Jan, S; Waters, S; Viceconti, M

    2008-09-13

    Biomedical science and its allied disciplines are entering a new era in which computational methods and technologies are poised to play a prevalent role in supporting collaborative investigation of the human body. Within Europe, this has its focus in the virtual physiological human (VPH), which is an evolving entity that has emerged from the EuroPhysiome initiative and the strategy for the EuroPhysiome (STEP) consortium. The VPH is intended to be a solution to common infrastructure needs for physiome projects across the globe, providing a unifying architecture that facilitates integration and prediction, ultimately creating a framework capable of describing Homo sapiens in silico. The routine reliance of the biomedical industry, biomedical research and clinical practice on information technology (IT) highlights the importance of a tailor-made and robust IT infrastructure, but numerous challenges need to be addressed if the VPH is to become a mature technological reality. Appropriate investment will reap considerable rewards, since it is anticipated that the VPH will influence all sectors of society, with implications predominantly for improved healthcare, improved competitiveness in industry and greater understanding of (patho)physiological processes. This paper considers issues pertinent to the development of the VPH, highlighted by the work of the STEP consortium.

  16. Learning Intercultural Communication Skills with Virtual Humans: Feedback and Fidelity

    ERIC Educational Resources Information Center

    Lane, H. Chad; Hays, Matthew Jensen; Core, Mark G.; Auerbach, Daniel

    2013-01-01

    In the context of practicing intercultural communication skills, we investigated the role of fidelity in a game-based, virtual learning environment as well as the role of feedback delivered by an intelligent tutoring system. In 2 experiments, we compared variations on the game interface, use of the tutoring system, and the form of the feedback.…

  17. Learning Intercultural Communication Skills with Virtual Humans: Feedback and Fidelity

    ERIC Educational Resources Information Center

    Lane, H. Chad; Hays, Matthew Jensen; Core, Mark G.; Auerbach, Daniel

    2013-01-01

    In the context of practicing intercultural communication skills, we investigated the role of fidelity in a game-based, virtual learning environment as well as the role of feedback delivered by an intelligent tutoring system. In 2 experiments, we compared variations on the game interface, use of the tutoring system, and the form of the feedback.…

  18. Immersive Virtual Worlds in University-Level Human Geography Courses

    ERIC Educational Resources Information Center

    Dittmer, Jason

    2010-01-01

    This paper addresses the potential for increased deployment of immersive virtual worlds in higher geographic education. An account of current practice regarding popular culture in the geography classroom is offered, focusing on the objectification of popular culture rather than its constitutive role vis-a-vis place. Current e-learning practice is…

  19. The use of a low-cost visible light 3D scanner to create virtual reality environment models of actors and objects

    NASA Astrophysics Data System (ADS)

    Straub, Jeremy

    2015-05-01

    A low-cost 3D scanner has been developed with a parts cost of approximately USD $5,000. This scanner uses visible light sensing to capture both structural as well as texture and color data of a subject. This paper discusses the use of this type of scanner to create 3D models for incorporation into a virtual reality environment. It describes the basic scanning process (which takes under a minute for a single scan), which can be repeated to collect multiple positions, if needed for actor model creation. The efficacy of visible light versus other scanner types is also discussed.

  20. Robust recovery of human motion from video using Kalman filters and virtual humans.

    PubMed

    Cerveri, P; Pedotti, A; Ferrigno, G

    2003-08-01

    In sport science, as in clinical gait analysis, optoelectronic motion capture systems based on passive markers are widely used to recover human movement. By processing the corresponding image points, as recorded by multiple cameras, the human kinematics is resolved through multistage processing involving spatial reconstruction, trajectory tracking, joint angle determination, and derivative computation. Key problems with this approach are that marker data can be indistinct, occluded or missing from certain cameras, that phantom markers may be present, and that both 3D reconstruction and tracking may fail. In this paper, we present a novel technique, based on state space filters, that directly estimates the kinematical variables of a virtual mannequin (biomechanical model) from 2D measurements, that is, without requiring 3D reconstruction and tracking. Using Kalman filters, the configuration of the model in terms of joint angles, first and second order derivatives is automatically updated in order to minimize the distances, as measured on TV-cameras, between the 2D measured markers placed on the subject and the corresponding back-projected virtual markers located on the model. The Jacobian and Hessian matrices of the nonlinear observation function are computed through a multidimensional extension of Stirling's interpolation formula. Extensive experiments on simulated and real data confirmed the reliability of the developed system that is robust against false matching and severe marker occlusions. In addition, we show how the proposed technique can be extended to account for skin artifacts and model inaccuracy.

  1. Creating Clay Models of a Human Torso as an Alternative to Dissection

    ERIC Educational Resources Information Center

    Shipley, Gwendolyn

    2010-01-01

    Instead of dissecting animals, students create small clay models of human internal organs to demonstrate their understanding of the positioning and interlocking shapes of the organs. Not only is this approach more environmentally friendly, it also forces them to learn human anatomy--which is more relevant to them than the anatomy of other…

  2. Creating Clay Models of a Human Torso as an Alternative to Dissection

    ERIC Educational Resources Information Center

    Shipley, Gwendolyn

    2010-01-01

    Instead of dissecting animals, students create small clay models of human internal organs to demonstrate their understanding of the positioning and interlocking shapes of the organs. Not only is this approach more environmentally friendly, it also forces them to learn human anatomy--which is more relevant to them than the anatomy of other…

  3. A rapid algorithm for realistic human reaching and its use in a virtual reality system

    NASA Technical Reports Server (NTRS)

    Aldridge, Ann; Pandya, Abhilash; Goldsby, Michael; Maida, James

    1994-01-01

    The Graphics Analysis Facility (GRAF) at JSC has developed a rapid algorithm for computing realistic human reaching. The algorithm was applied to GRAF's anthropometrically correct human model and used in a 3D computer graphics system and a virtual reality system. The nature of the algorithm and its uses are discussed.

  4. Complementary Machine Intelligence and Human Intelligence in Virtual Teaching Assistant for Tutoring Program Tracing

    ERIC Educational Resources Information Center

    Chou, Chih-Yueh; Huang, Bau-Hung; Lin, Chi-Jen

    2011-01-01

    This study proposes a virtual teaching assistant (VTA) to share teacher tutoring tasks in helping students practice program tracing and proposes two mechanisms of complementing machine intelligence and human intelligence to develop the VTA. The first mechanism applies machine intelligence to extend human intelligence (teacher answers) to evaluate…

  5. Complementary Machine Intelligence and Human Intelligence in Virtual Teaching Assistant for Tutoring Program Tracing

    ERIC Educational Resources Information Center

    Chou, Chih-Yueh; Huang, Bau-Hung; Lin, Chi-Jen

    2011-01-01

    This study proposes a virtual teaching assistant (VTA) to share teacher tutoring tasks in helping students practice program tracing and proposes two mechanisms of complementing machine intelligence and human intelligence to develop the VTA. The first mechanism applies machine intelligence to extend human intelligence (teacher answers) to evaluate…

  6. Human sex differences in solving a virtual navigation problem.

    PubMed

    Astur, Robert S; Purton, Andrea J; Zaniewski, Melanie J; Cimadevilla, Jose; Markus, Etan J

    2016-07-15

    The current study examined sex differences in initial and subsequent strategies in solving a navigational problem within a virtual reality environment. We tested 163 undergraduates on a virtual T-maze task that included probe trials designed to assess whether participants were responding using either a place or response strategy. Participants were also tested on a mental rotation task and memory of the details of the virtual room. There were no differences between the sexes in copying or recalling a map of the room or on first trial performance of the T-maze. However, at trial two, males show a significant advantage in solving the task, and approximately 80% of the males adopt a place strategy to solve the T-maze whereas females at that point showed no strategy preference. Across all testing, both males and females preferentially used a place strategy. We discuss how factors such as spatial priming affect strategy preferences and how such factors may differentially affect males and females. Copyright © 2016 Elsevier B.V. All rights reserved.

  7. Image Montaging for Creating a Virtual Pathology Slide: An Innovative and Economical Tool to Obtain a Whole Slide Image

    PubMed Central

    Pandurangappa, Rohit; Annavajjula, Saileela; Rajashekaraiah, Premalatha Bidadi

    2016-01-01

    Background. Microscopes are omnipresent throughout the field of biological research. With microscopes one can see in detail what is going on at the cellular level in tissues. Though it is a ubiquitous tool, the limitation is that with high magnification there is a small field of view. It is often advantageous to see an entire sample at high magnification. Over the years technological advancements in optics have helped to provide solutions to this limitation of microscopes by creating the so-called dedicated “slide scanners” which can provide a “whole slide digital image.” These scanners can provide seamless, large-field-of-view, high resolution image of entire tissue section. The only disadvantage of such complete slide imaging system is its outrageous cost, thereby hindering their practical use by most laboratories, especially in developing and low resource countries. Methods. In a quest for their substitute, we tried commonly used image editing software Adobe Photoshop along with a basic image capturing device attached to a trinocular microscope to create a digital pathology slide. Results. The seamless image created using Adobe Photoshop maintained its diagnostic quality. Conclusion. With time and effort photomicrographs obtained from a basic camera-microscope set up can be combined and merged in Adobe Photoshop to create a whole slide digital image of practically usable quality at a negligible cost. PMID:27747147

  8. Image Montaging for Creating a Virtual Pathology Slide: An Innovative and Economical Tool to Obtain a Whole Slide Image.

    PubMed

    Banavar, Spoorthi Ravi; Chippagiri, Prashanthi; Pandurangappa, Rohit; Annavajjula, Saileela; Rajashekaraiah, Premalatha Bidadi

    2016-01-01

    Background. Microscopes are omnipresent throughout the field of biological research. With microscopes one can see in detail what is going on at the cellular level in tissues. Though it is a ubiquitous tool, the limitation is that with high magnification there is a small field of view. It is often advantageous to see an entire sample at high magnification. Over the years technological advancements in optics have helped to provide solutions to this limitation of microscopes by creating the so-called dedicated "slide scanners" which can provide a "whole slide digital image." These scanners can provide seamless, large-field-of-view, high resolution image of entire tissue section. The only disadvantage of such complete slide imaging system is its outrageous cost, thereby hindering their practical use by most laboratories, especially in developing and low resource countries. Methods. In a quest for their substitute, we tried commonly used image editing software Adobe Photoshop along with a basic image capturing device attached to a trinocular microscope to create a digital pathology slide. Results. The seamless image created using Adobe Photoshop maintained its diagnostic quality. Conclusion. With time and effort photomicrographs obtained from a basic camera-microscope set up can be combined and merged in Adobe Photoshop to create a whole slide digital image of practically usable quality at a negligible cost.

  9. Modeling and simulation of virtual human's coordination based on multi-agent systems

    NASA Astrophysics Data System (ADS)

    Zhang, Mei; Wen, Jing-Hua; Zhang, Zu-Xuan; Zhang, Jian-Qing

    2006-10-01

    The difficulties and hotspots researched in current virtual geographic environment (VGE) are sharing space and multiusers operation, distributed coordination and group decision-making. The theories and technologies of MAS provide a brand-new environment for analysis, design and realization of distributed opening system. This paper takes cooperation among virtual human in VGE which multi-user participate in as main researched object. First we describe theory foundation truss of VGE, and present the formalization description of Multi-Agent System (MAS). Then we detailed analyze and research arithmetic of collectivity operating behavior learning of virtual human based on best held Genetic Algorithm(GA), and establish dynamics action model which Multi-Agents and object interact dynamically and colony movement strategy. Finally we design a example which shows how 3 evolutional Agents cooperate to complete the task of colony pushing column box, and design a virtual world prototype of virtual human pushing box collectively based on V-Realm Builder 2.0, moreover we make modeling and dynamic simulation with Simulink 6.

  10. Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations.

    PubMed

    Volante, Matias; Babu, Sabarish V; Chaturvedi, Himanshu; Newsome, Nathan; Ebrahimi, Elham; Roy, Tania; Daily, Shaundra B; Fasolino, Tracy

    2016-04-01

    Realistic versus stylized depictions of virtual humans in simulated inter-personal situations and their ability to elicit emotional responses in users has been an open question for artists and researchers alike. We empirically evaluated the effects of near visually realistic vs. non-realistic stylized appearance of virtual humans on the emotional response of participants in a medical virtual reality system that was designed to educate users in recognizing the signs and symptoms of patient deterioration. In a between-subjects experiment protocol, participants interacted with one of three different appearances of a virtual patient, namely visually realistic, cartoon-shaded and charcoal-sketch like conditions in a mixed reality simulation. Emotional impact were measured via a combination of quantitative objective measures were gathered using skin Electrodermal Activity (EDA) sensors, and quantitative subjective measures such as the Differential Emotion Survey (DES IV), Positive and Negative Affect Schedule (PANAS), and Social Presence questionnaire. The emotional states of the participants were analyzed across four distinct time steps during which the medical condition of the virtual patient deteriorated (an emotionally stressful interaction), and were contrasted to a baseline affective state. Objective EDA results showed that in all three conditions, male participants exhibited greater levels of arousal as compared to female participants. We found that negative affect levels were significantly lower in the visually realistic condition, as compared to the stylized appearance conditions. Furthermore, in emotional dimensions of interest-excitement, surprise, anger, fear and guilt participants in all conditions responded similarly. However, in social emotional constructs of shyness, presence, perceived personality, and enjoyment-joy, we found that participants responded differently in the visually realistic condition as compared to the cartoon and sketch conditions. Our

  11. The use of scenario-based-learning interactive software to create custom virtual laboratory scenarios for teaching genetics.

    PubMed

    Breakey, Kate M; Levin, Daniel; Miller, Ian; Hentges, Kathryn E

    2008-07-01

    Mutagenesis screens and analysis of mutant phenotypes are one of the most powerful approaches for the study of genetics. Yet genetics students often have difficulty understanding the experimental procedures and breeding crosses required in mutagenesis screens and linking mutant phenotypes to molecular defects. Performing these experiments themselves often aids students in understanding the methodology. However, there are limitations to performing genetics experiments in a student laboratory. For example, the generation time of laboratory model organisms is considerable, and a laboratory exercise that involves many rounds of breeding or analysis of many mutants is not often feasible. Additionally, the cost of running a laboratory practical, along with safety considerations for particular reagents or protocols, often dictates the experiments that students can perform. To provide an alternative to a traditional laboratory module, we have used Scenario-Based-Learning Interactive (SBLi) software to develop a virtual laboratory to support a second year undergraduate course entitled "Genetic Analysis." This resource allows students to proceed through the steps of a genetics experiment, without the time, cost, or safety constraints of a traditional laboratory exercise.

  12. Creating a virtual slide map from sputum smear images for region-of-interest localisation in automated microscopy.

    PubMed

    Patel, Bhavin; Douglas, Tania S

    2012-10-01

    We address the location of regions-of-interest in previously scanned sputum smear slides requiring re-examination in automated microscopy for tuberculosis (TB) detection. We focus on the core component of microscope auto-positioning, which is to find a point of reference, position and orientation, on the slide so that it can be used to automatically bring desired fields to the field-of-view of the microscope. We use virtual slide maps together with geometric hashing to localise a query image, which then acts as the point of reference. The true positive rate achieved by the algorithm was above 88% even for noisy query images captured at slide orientations up to 26°. The image registration error, computed as the average mean square error, was less than 14 pixel² (corresponding to 1.02 μm²). The algorithm is inherently robust to changes in slide orientation and placement and showed high tolerance to illumination changes and robustness to noise. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  13. CREATING A VIRTUAL SLIDE MAP FROM SPUTUM SMEAR IMAGES FOR REGION-OF-INTEREST LOCALISATION IN AUTOMATED MICROSCOPY

    PubMed Central

    Patel, Bhavin; Douglas, Tania S.

    2012-01-01

    We address the location of regions-of-interest in previously scanned sputum smear slides requiring reexamination in automated microscopy for tuberculosis (TB) detection. We focus on the core component of microscope auto-positioning, which is to find a point of reference, position and orientation, on the slide so that it can be used to automatically bring desired fields to the field-of-view of the microscope. We use virtual slide maps together with geometric hashing to localise a query image, which then acts as the point of reference. The true positive rate achieved by the algorithm was above 88% even for noisy query images captured at slide orientations up to 26°. The image registration error, computed as the average mean square error, was less than 14 pixel2 (corresponding to 1.02 μm2). The algorithm is inherently robust to changes in slide orientation and placement and showed high tolerance to illumination changes and robustness to noise. PMID:22257649

  14. Virtual tomography: a new approach to efficient human-computer interaction for medical imaging

    NASA Astrophysics Data System (ADS)

    Teistler, Michael; Bott, Oliver J.; Dormeier, Jochen; Pretschner, Dietrich P.

    2003-05-01

    By utilizing virtual reality (VR) technologies the computer system virtusMED implements the concept of virtual tomography for exploring medical volumetric image data. Photographic data from a virtual patient as well as CT or MRI data from real patients are visualized within a virtual scene. The view of this scene is determined either by a conventional computer mouse, a head-mounted display or a freely movable flat panel. A virtual examination probe is used to generate oblique tomographic images which are computed from the given volume data. In addition, virtual models can be integrated into the scene such as anatomical models of bones and inner organs. virtusMED has shown to be a valuable tool to learn human anaotomy and to udnerstand the principles of medical imaging such as sonography. Furthermore its utilization to improve CT and MRI based diagnosis is very promising. Compared to VR systems of the past, the standard PC-based system virtusMED is a cost-efficient and easily maintained solution providing a highly intuitive time-saving user interface for medical imaging.

  15. The Virtual Physiological Human - a European initiative for in silico human modelling -.

    PubMed

    Viceconti, Marco; Clapworthy, Gordon; Van Sint Jan, Serge

    2008-12-01

    The Virtual Physiological Human (VPH) is an initiative, strongly supported by the European Commission (EC), that seeks to develop an integrated model of human physiology at multiple scales from the whole body through the organ, tissue, cell and molecular levels to the genomic level. VPH had its beginnings in 2005 with informal discussions amongst like-minded scientists which led to the STEP project, a Coordination Action funded by the EC that began in early 2006. The STEP project greatly accelerated the progress of the VPH and proved to be a catalyst for wide-ranging discussions within Europe and for outreach activities designed to develop a broad international approach to the huge scientific and technological challenges involved in this area. This paper provides an overview of the VPH and the developments it has engendered in the rapidly expanding worldwide activities associated with the physiome. It then uses one particular project, the Living Human Project, to illustrate the type of advances that are taking place to further the aims of the VPH and similar initiatives worldwide.

  16. Creating the optimal workspace for hospital staff using human centred design.

    PubMed

    Cawood, T; Saunders, E; Drennan, C; Cross, N; Nicholl, D; Kenny, A; Meates, D; Laing, R

    2016-07-01

    We were tasked with creating best possible non-clinical workspace solutions for approximately 450 hospital staff across 11 departments encompassing medical, nursing, allied health, administrative and other support staff. We used a Human-Centred Design process, involving 'Hear, Create and Deliver' stages. We used observations, contextual enquiry and role-specific workshops to understand needs, key interactions and drivers of behaviour. Co-design workshops were then used to explore and prototype-test concepts for the final design. With extensive employee engagement and design process expertise, an innovative solution was created that focussed on meeting the functional workspace needs of a diverse group of staff requiring a range of different spaces, incorporating space constraints and equity. This project demonstrated the strength of engaging employees in an expert-led Human-Centred Design process. We believe this is a successful blueprint process for other institutions to embrace when facing similar workspace design challenges. © 2016 Royal Australasian College of Physicians.

  17. Varieties of virtualization

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R.

    1991-01-01

    Natural environments have a content, i.e., the objects in them; a geometry, i.e., a pattern of rules for positioning and displacing the objects; and a dynamics, i.e., a system of rules describing the effects of forces acting on the objects. Human interaction with most common natural environments has been optimized by centuries of evolution. Virtual environments created through the human-computer interface similarly have a content, geometry, and dynamics, but the arbitrary character of the computer simulation creating them does not insure that human interaction with these virtual environments will be natural. The interaction, indeed, could be supernatural but it also could be impossible. An important determinant of the comprehensibility of a virtual environment is the correspondence between the environmental frames of reference and those associated with the control of environmental objects. The effects of rotation and displacement of control frames of reference with respect to corresponding environmental references differ depending upon whether perceptual judgement or manual tracking performance is measured. The perceptual effects of frame of reference displacement may be analyzed in terms of distortions in the process of virtualizing the synthetic environment space. The effects of frame of reference displacement and rotation have been studied by asking subjects to estimate exocentric direction in a virtual space.

  18. Study of Human Barriers upon Development of Virtual Disciplines at University of Isfahan

    ERIC Educational Resources Information Center

    Nikoonezhad, Sepideh; Nili, Mohammadreza; Esfahani, Ahmadreza Nasr

    2015-01-01

    The present study has been carried out to investigate the human barriers of developing virtual majors at Isfahan University; therefore, considering its objective, it is a functional research. It was conducted in combined (quantitative-qualitative) manner via descriptive survey method. In order to do the research, investigating the texts, interview…

  19. The Parametric Model of the Human Mandible Coronoid Process Created by Method of Anatomical Features.

    PubMed

    Vitković, Nikola; Mitić, Jelena; Manić, Miodrag; Trajanović, Miroslav; Husain, Karim; Petrović, Slađana; Arsić, Stojanka

    2015-01-01

    Geometrically accurate and anatomically correct 3D models of the human bones are of great importance for medical research and practice in orthopedics and surgery. These geometrical models can be created by the use of techniques which can be based on input geometrical data acquired from volumetric methods of scanning (e.g., Computed Tomography (CT)) or on the 2D images (e.g., X-ray). Geometrical models of human bones created in such way can be applied for education of medical practitioners, preoperative planning, etc. In cases when geometrical data about the human bone is incomplete (e.g., fractures), it may be necessary to create its complete geometrical model. The possible solution for this problem is the application of parametric models. The geometry of these models can be changed and adapted to the specific patient based on the values of parameters acquired from medical images (e.g., X-ray). In this paper, Method of Anatomical Features (MAF) which enables creation of geometrically precise and anatomically accurate geometrical models of the human bones is implemented for the creation of the parametric model of the Human Mandible Coronoid Process (HMCP). The obtained results about geometrical accuracy of the model are quite satisfactory, as it is stated by the medical practitioners and confirmed in the literature.

  20. Cooperative Motion Control by Human and Mobile Manipulator Using Equivalent Mass Matrix and Virtual Impedance

    NASA Astrophysics Data System (ADS)

    Yamanaka, Eri; Murakami, Toshiyuki; Ohnishi, Kouhei

    This paper aims at the improvement in a future life using a mobile manipulator. For example, power assistance of old people and cooperative operation with human. For coexistence of robot and human being, it is required that a person can work in cooperation with robot safely. To address this issue, this paper introduces interactive virtual impedance which determines the cooperative motion between robot and human being. The external force by human added to end-effector of manipulator is given into vehicle and manipulator as force command. The equivalent mass of each system is used as a standard which opts for operation of manipulator and vehicle. By determining the impedance input of the vehicle according to equivalent mass, the virtual force input to the vehicle in consideration of the manipulability of manipulator and vehicle can be performed. This is one of the remarkable points in the proposed strategy. The validity of the proposed method was confirmed by numerical simulation and experimental results.

  1. Innovative application of virtual display technique in virtual museum

    NASA Astrophysics Data System (ADS)

    Zhang, Jiankang

    2017-09-01

    Virtual museum refers to display and simulate the functions of real museum on the Internet in the form of 3 Dimensions virtual reality by applying interactive programs. Based on Virtual Reality Modeling Language, virtual museum building and its effective interaction with the offline museum lie in making full use of 3 Dimensions panorama technique, virtual reality technique and augmented reality technique, and innovatively taking advantages of dynamic environment modeling technique, real-time 3 Dimensions graphics generating technique, system integration technique and other key virtual reality techniques to make sure the overall design of virtual museum.3 Dimensions panorama technique, also known as panoramic photography or virtual reality, is a technique based on static images of the reality. Virtual reality technique is a kind of computer simulation system which can create and experience the interactive 3 Dimensions dynamic visual world. Augmented reality, also known as mixed reality, is a technique which simulates and mixes the information (visual, sound, taste, touch, etc.) that is difficult for human to experience in reality. These technologies make virtual museum come true. It will not only bring better experience and convenience to the public, but also be conducive to improve the influence and cultural functions of the real museum.

  2. Computational Virtual Reality (VR) as a human-computer interface in the operation of telerobotic systems

    NASA Technical Reports Server (NTRS)

    Bejczy, Antal K.

    1995-01-01

    This presentation focuses on the application of computer graphics or 'virtual reality' (VR) techniques as a human-computer interface tool in the operation of telerobotic systems. VR techniques offer very valuable task realization aids for planning, previewing and predicting robotic actions, operator training, and for visual perception of non-visible events like contact forces in robotic tasks. The utility of computer graphics in telerobotic operation can be significantly enhanced by high-fidelity calibration of virtual reality images to actual TV camera images. This calibration will even permit the creation of artificial (synthetic) views of task scenes for which no TV camera views are available.

  3. Real-time human pose detection and tracking for tele-rehabilitation in virtual reality.

    PubMed

    Obdržálek, Stěpán; Kurillo, Gregorij; Han, Jay; Abresch, Ted; Bajcsy, Ruzena

    2012-01-01

    We present a real-time algorithm for human pose detection and tracking from vision-based 3D data and its application to tele-rehabilitation in virtual environments. We employ stereo camera(s) to capture 3D avatars of geographically dislocated patient and therapist in real-time, while sending the data remotely and displaying it in a virtual scene. A pose detection and tracking algorithm extracts kinematic parameters from each participant and determines pose similarity. The pose similarity score is used to quantify patient's performance and provide real-time feedback for remote rehabilitation.

  4. Web GIS in practice III: creating a simple interactive map of England's Strategic Health Authorities using Google Maps API, Google Earth KML, and MSN Virtual Earth Map Control

    PubMed Central

    Boulos, Maged N Kamel

    2005-01-01

    This eye-opener article aims at introducing the health GIS community to the emerging online consumer geoinformatics services from Google and Microsoft (MSN), and their potential utility in creating custom online interactive health maps. Using the programmable interfaces provided by Google and MSN, we created three interactive demonstrator maps of England's Strategic Health Authorities. These can be browsed online at – Google Maps API (Application Programming Interface) version, – Google Earth KML (Keyhole Markup Language) version, and – MSN Virtual Earth Map Control version. Google and MSN's worldwide distribution of "free" geospatial tools, imagery, and maps is to be commended as a significant step towards the ultimate "wikification" of maps and GIS. A discussion is provided of these emerging online mapping trends, their expected future implications and development directions, and associated individual privacy, national security and copyrights issues. Although ESRI have announced their planned response to Google (and MSN), it remains to be seen how their envisaged plans will materialize and compare to the offerings from Google and MSN, and also how Google and MSN mapping tools will further evolve in the near future. PMID:16176577

  5. A Statistical Approach for Text Processing in Virtual Humans

    DTIC Science & Technology

    2008-12-01

    Latent Semantic Indexing (PLSI) (Hofmann, 1999) and Latent Dirichlet Allocation (LDA) (Blei et al., 2003), where the authors model text collections by a...human architecture. In Proceed- ings of Language Resources and Evaluation Con- ference (LREC). Hofmann, T. 1999. Probabilistic latent semantic in

  6. A grounded theory of faculty's use of humanization to create online course climate.

    PubMed

    Cox-Davenport, Rebecca A

    2014-03-01

    The purpose of this research was to study the way faculty establish course social presence in an online course. The community of inquiry model by Garrison, Anderson, and Archer distinguished the area of social presence as an important component of online learning, and this study sought to understand how faculty perceive and create social presence in their online classroom. By employing a grounded theory approach, a substantive theory was developed to explain the way in which faculty create and maintain an online course climate. The sample consisted of 10 nursing faculty teaching various master's in nursing courses. Through a rigorous qualitative process using nursing faculty interviews and online course analysis, humanization was found to be the core category in setting online course climate. Faculty's efforts to humanize the climate lead each member of the community to view the other members as real, thereby enabling the establishment of online social presence.

  7. Where to look? Automating attending behaviors of virtual human characters

    NASA Technical Reports Server (NTRS)

    Chopra Khullar, S.; Badler, N. I.

    2001-01-01

    This research proposes a computational framework for generating visual attending behavior in an embodied simulated human agent. Such behaviors directly control eye and head motions, and guide other actions such as locomotion and reach. The implementation of these concepts, referred to as the AVA, draws on empirical and qualitative observations known from psychology, human factors and computer vision. Deliberate behaviors, the analogs of scanpaths in visual psychology, compete with involuntary attention capture and lapses into idling or free viewing. Insights provided by implementing this framework are: a defined set of parameters that impact the observable effects of attention, a defined vocabulary of looking behaviors for certain motor and cognitive activity, a defined hierarchy of three levels of eye behavior (endogenous, exogenous and idling) and a proposed method of how these types interact.

  8. Where to look? Automating attending behaviors of virtual human characters

    NASA Technical Reports Server (NTRS)

    Chopra Khullar, S.; Badler, N. I.

    2001-01-01

    This research proposes a computational framework for generating visual attending behavior in an embodied simulated human agent. Such behaviors directly control eye and head motions, and guide other actions such as locomotion and reach. The implementation of these concepts, referred to as the AVA, draws on empirical and qualitative observations known from psychology, human factors and computer vision. Deliberate behaviors, the analogs of scanpaths in visual psychology, compete with involuntary attention capture and lapses into idling or free viewing. Insights provided by implementing this framework are: a defined set of parameters that impact the observable effects of attention, a defined vocabulary of looking behaviors for certain motor and cognitive activity, a defined hierarchy of three levels of eye behavior (endogenous, exogenous and idling) and a proposed method of how these types interact.

  9. Virtual histology of the human heart using optical coherence tomography

    NASA Astrophysics Data System (ADS)

    Ambrosi, Christina M.; Moazami, Nader; Rollins, Andrew M.; Efimov, Igor R.

    2009-09-01

    Optical coherence tomography (OCT) allows for the visualization of micron-scale structures within nontransparent biological tissues. For the first time, we demonstrate the use of OCT in identifying components of the cardiac conduction system and other structures in the explanted human heart. Reconstructions of cardiac structures up to 2 mm below the tissue surface were achieved and validated with Masson Trichrome histology in atrial, ventricular, sinoatrial nodal, and atrioventricular nodal preparations. The high spatial resolution of OCT provides visualization of cardiac fibers within the myocardium, as well as elements of the cardiac conduction system; however, a limiting factor remains its depth penetration, demonstrated to be ~2 mm in cardiac tissues. Despite its currently limited imaging depth, the use of OCT to identify the structural determinants of both normal and abnormal function in the intact human heart is critical in its development as a potential aid to intracardiac arrhythmia diagnosis and therapy.

  10. Assessment of Human Interaction with Virtual Environment Training Technology

    DTIC Science & Technology

    2002-10-01

    feasibility of utilizing relatively inexpensive personal computers to teach instrument flying skills or pilot skills. An experiment was designed to...Lintern, G., Thomley-Yates, K.E., Nelson, B.E., & Roscoe, S.N. (1987). Content, variety, and augmentation of simulated visual scenes for teaching air-to...Society 42nd Annual Meeting (pp. 1496-1500).Santa Monica, CA: Human Factors & Ergonomics Society Piaget , J. (1970). The child’s conception of

  11. Scalable Solutions for Interactive Virtual Humans that can Manipulate Objects

    DTIC Science & Technology

    2005-01-01

    A scalable approach is therefore sought for addressing such different requirements in an unified framework. Related Work Only few animation frameworks... animation of human grasping using forward and in- verse kinematics. Computer & Graphics 23:145–154. Baerlocher, P., and Boulic, R. 1998. Task-priority...formu- lations for the kinematic control of highly redundant artic - ulated structures. In Proceedings of IEEE IROS’98, 323– 329. Baerlocher, P. 2001

  12. Is it the real deal? Perception of virtual characters versus humans: an affective cognitive neuroscience perspective

    PubMed Central

    de Borst, Aline W.; de Gelder, Beatrice

    2015-01-01

    Recent developments in neuroimaging research support the increased use of naturalistic stimulus material such as film, avatars, or androids. These stimuli allow for a better understanding of how the brain processes information in complex situations while maintaining experimental control. While avatars and androids are well suited to study human cognition, they should not be equated to human stimuli. For example, the uncanny valley hypothesis theorizes that artificial agents with high human-likeness may evoke feelings of eeriness in the human observer. Here we review if, when, and how the perception of human-like avatars and androids differs from the perception of humans and consider how this influences their utilization as stimulus material in social and affective neuroimaging studies. First, we discuss how the appearance of virtual characters affects perception. When stimuli are morphed across categories from non-human to human, the most ambiguous stimuli, rather than the most human-like stimuli, show prolonged classification times and increased eeriness. Human-like to human stimuli show a positive linear relationship with familiarity. Secondly, we show that expressions of emotions in human-like avatars can be perceived similarly to human emotions, with corresponding behavioral, physiological and neuronal activations, with exception of physical dissimilarities. Subsequently, we consider if and when one perceives differences in action representation by artificial agents versus humans. Motor resonance and predictive coding models may account for empirical findings, such as an interference effect on action for observed human-like, natural moving characters. However, the expansion of these models to explain more complex behavior, such as empathy, still needs to be investigated in more detail. Finally, we broaden our outlook to social interaction, where virtual reality stimuli can be utilized to imitate complex social situations. PMID:26029133

  13. Is it the real deal? Perception of virtual characters versus humans: an affective cognitive neuroscience perspective.

    PubMed

    de Borst, Aline W; de Gelder, Beatrice

    2015-01-01

    Recent developments in neuroimaging research support the increased use of naturalistic stimulus material such as film, avatars, or androids. These stimuli allow for a better understanding of how the brain processes information in complex situations while maintaining experimental control. While avatars and androids are well suited to study human cognition, they should not be equated to human stimuli. For example, the uncanny valley hypothesis theorizes that artificial agents with high human-likeness may evoke feelings of eeriness in the human observer. Here we review if, when, and how the perception of human-like avatars and androids differs from the perception of humans and consider how this influences their utilization as stimulus material in social and affective neuroimaging studies. First, we discuss how the appearance of virtual characters affects perception. When stimuli are morphed across categories from non-human to human, the most ambiguous stimuli, rather than the most human-like stimuli, show prolonged classification times and increased eeriness. Human-like to human stimuli show a positive linear relationship with familiarity. Secondly, we show that expressions of emotions in human-like avatars can be perceived similarly to human emotions, with corresponding behavioral, physiological and neuronal activations, with exception of physical dissimilarities. Subsequently, we consider if and when one perceives differences in action representation by artificial agents versus humans. Motor resonance and predictive coding models may account for empirical findings, such as an interference effect on action for observed human-like, natural moving characters. However, the expansion of these models to explain more complex behavior, such as empathy, still needs to be investigated in more detail. Finally, we broaden our outlook to social interaction, where virtual reality stimuli can be utilized to imitate complex social situations.

  14. Virtual Habitat -a dynamic simulation of closed life support systems -human model status

    NASA Astrophysics Data System (ADS)

    Markus Czupalla, M. Sc.; Zhukov, Anton; Hwang, Su-Au; Schnaitmann, Jonas

    In order to optimize Life Support Systems on a system level, stability questions must be in-vestigated. To do so the exploration group of the Technical University of Munich (TUM) is developing the "Virtual Habitat" (V-HAB) dynamic LSS simulation software. V-HAB shall provide the possibility to conduct dynamic simulations of entire mission scenarios for any given LSS configuration. The Virtual Habitat simulation tool consists of four main modules: • Closed Environment Module (CEM) -monitoring of compounds in a closed environment • Crew Module (CM) -dynamic human simulation • P/C Systems Module (PCSM) -dynamic P/C subsystems • Plant Module (PM) -dynamic plant simulation The core module of the simulation is the dynamic and environment sensitive human module. Introduced in its basic version in 2008, the human module has been significantly updated since, increasing its capabilities and maturity significantly. In this paper three newly added human model subsystems (thermal regulation, digestion and schedule controller) are introduced touching also on the human stress subsystem which is cur-rently under development. Upon the introduction of these new subsystems, the integration of these into the overall V-HAB human model is discussed, highlighting the impact on the most important I/F. The overall human model capabilities shall further be summarized and presented based on meaningful test cases. In addition to the presentation of the results, the correlation strategy for the Virtual Habitat human model shall be introduced assessing the models current confidence level and giving an outlook on the future correlation strategy. Last but not least, the remaining V-HAB mod-ules shall be introduced shortly showing how the human model is integrated into the overall simulation.

  15. [Preliminary study on force feedback of acupuncture in virtual reality based on the visible human].

    PubMed

    Cheng, Zhuo; Wang, Hai-sheng; Min, You-jiang; Yan, Zhen-guo; Hong, Z Tan; Zhuang, Tian-ge

    2007-01-01

    This paper discusses the application of virtual reality technology in the 3-D visible human body and acupuncture research. Based on the 3-D visible human fused with the localization information and hierarchy of acupoints, the paper analyzes the force against the needle and haptic rendering during the needle manipulation according to the physical properties of different tissues. A haptic model is constructed to demonstrate the force behaviors during acupuncture, and the force will be produced and passed to the manipulator by a force feedback device. It enriches the contents of 3-D visible human project, provides a dynamic simulation instrument for acupuncture teaching, and supplies a platform for acupuncture research.

  16. Can artificial techniques supply morally neutral human embryos for research? Part I. Creating novel categories of human embryos.

    PubMed

    Jones, Nancy L; Cheshire, William P

    2005-01-01

    Manipulations of the molecular composition and formation of human embryos are posing vital new challenges to traditional concepts of human identity and procreation. Current trends in embryology in particular are reshaping the ethical question of how scientific research should treat experimentally derived embryos. Some investigators have argued that embryos created through artificial means are technologically novel entities that should be exempt from ethical restraints placed on research involving human embryos that come into being through natural processes. These include uniparental embryos derived through cloning or parthenogenesis, as well as multiparental, hybrid-parental, and xenohybrid-parental embryos. If confined to natural means many of these genetic unions could not occur, but through the intervention of technology, it is becoming possible to design and grow strange and unusual forms of embryos, in some cases using human gametes. Regardless of the genetic contributors or the processes used to fertilize and stimulate egg activation, in each case the new embryo represents an individual organism that begins a process of development. We conclude that the prospect of creating or redesigning new human life should be held to a stringent ethical standard of precaution, even higher than that of deciding to destroy existing embryonic life. Accordingly, we urge cautious ethical reflection and broad public discussion prior to deciding whether to permit embryologic research into novel forms of procreative means in nonhuman animals, to be further extended to humans.

  17. Understanding Human Perception of Building Categories in Virtual 3d Cities - a User Study

    NASA Astrophysics Data System (ADS)

    Tutzauer, P.; Becker, S.; Niese, T.; Deussen, O.; Fritsch, D.

    2016-06-01

    Virtual 3D cities are becoming increasingly important as a means of visually communicating diverse urban-related information. To get a deeper understanding of a human's cognitive experience of virtual 3D cities, this paper presents a user study on the human ability to perceive building categories (e.g. residential home, office building, building with shops etc.) from geometric 3D building representations. The study reveals various dependencies between geometric properties of the 3D representations and the perceptibility of the building categories. Knowledge about which geometries are relevant, helpful or obstructive for perceiving a specific building category is derived. The importance and usability of such knowledge is demonstrated based on a perception-guided 3D building abstraction process.

  18. Comprehensive structural and functional characterization of the human kinome by protein structure modeling and ligand virtual screening

    PubMed Central

    Brylinski, Michal

    2010-01-01

    The growing interest in the identification of kinase inhibitors, promising therapeutics in the treatment of many diseases, has created a demand for the structural characterization of the entire human kinome. At the outset of the drug development process, the lead-finding stage, approaches that enrich the screening library with bioactive compounds are needed. Here, protein structure-based methods can play an important role, but despite structural genomics efforts, it is unlikely that the three-dimensional structures of the entire kinome will be available soon. Therefore, at the proteome level, structure-based approaches must rely on predicted models, with a key issue being their utility in virtual ligand screening. In this study, we employ the recently developed FINDSITE/Q-Dock Ligand Homology Modeling approach, which is well suited for proteome-scale applications using predicted structures, to provide extensive structural and functional characterization of the human kinome. Specifically, we construct structure models for the human kinome; these are subsequently subject to virtual screening against a library of more than 2 million compounds. To rank the compounds, we employ a hierarchical approach that combines ligand- and structure-based filters. Modeling accuracy is carefully validated using available experimental data with particularly encouraging results found for the ability to identify, without prior knowledge, specific kinase inhibitors. More generally, the modeling procedure results in a large number of predicted molecular interactions between kinases and small ligands that should be of practical use in the development of novel inhibitors. The dataset is freely available to the academic community a user-friendly web interface at http://cssb.biology.gatech.edu/kinomelhm/as well as the ZINC website (http://zinc.docking.org/applications/2010Apr/Brylinski-2010.tar.gz). PMID:20853887

  19. The Human Brain Project: Creating a European Research Infrastructure to Decode the Human Brain.

    PubMed

    Amunts, Katrin; Ebell, Christoph; Muller, Jeff; Telefont, Martin; Knoll, Alois; Lippert, Thomas

    2016-11-02

    Decoding the human brain is perhaps the most fascinating scientific challenge in the 21st century. The Human Brain Project (HBP), a 10-year European Flagship, targets the reconstruction of the brain's multi-scale organization. It uses productive loops of experiments, medical, data, data analytics, and simulation on all levels that will eventually bridge the scales. The HBP IT architecture is unique, utilizing cloud-based collaboration and development platforms with databases, workflow systems, petabyte storage, and supercomputers. The HBP is developing toward a European research infrastructure advancing brain research, medicine, and brain-inspired information technology. Copyright © 2016. Published by Elsevier Inc.

  20. Mussel-inspired human gelatin nanocoating for creating biologically adhesive surfaces

    PubMed Central

    Yang, Xi; Zhu, Liping; Tada, Seiichi; Zhou, Di; Kitajima, Takashi; Isoshima, Takashi; Yoshida, Yasuhiro; Nakamura, Mariko; Yan, Weiqun; Ito, Yoshihiro

    2014-01-01

    Recombinant human gelatin was conjugated with dopamine using carbodiimide as a surface modifier. This dopamine-coupled human gelatin (D-rhG) was characterized by 1H-nuclear magnetic resonance, mass spectroscopy, and circular dichroism. D-rhG-coated surface properties were analyzed by physicochemical methods. Additionally, cell attachment and growth on the modified surfaces was assessed using human umbilical endothelial cells. Binding of gelatin onto titanium was significantly enhanced by dopamine conjugation. The thickness of the D-rhG coating depended on the treatment pH; thicker layers were formed at higher pH values, with a maximum thickness of 30 nm. D-rhG enhanced the binding of collagen-binding vascular endothelial growth factor and cell adhesion as compared with gelatin alone, even at the same surface concentration. The D-rhG surface modifier enhanced substrate binding by creating an adhesive nanointerface that increased specific protein binding and cell attachment. PMID:24920909

  1. Mussel-inspired human gelatin nanocoating for creating biologically adhesive surfaces.

    PubMed

    Yang, Xi; Zhu, Liping; Tada, Seiichi; Zhou, Di; Kitajima, Takashi; Isoshima, Takashi; Yoshida, Yasuhiro; Nakamura, Mariko; Yan, Weiqun; Ito, Yoshihiro

    2014-01-01

    Recombinant human gelatin was conjugated with dopamine using carbodiimide as a surface modifier. This dopamine-coupled human gelatin (D-rhG) was characterized by (1)H-nuclear magnetic resonance, mass spectroscopy, and circular dichroism. D-rhG-coated surface properties were analyzed by physicochemical methods. Additionally, cell attachment and growth on the modified surfaces was assessed using human umbilical endothelial cells. Binding of gelatin onto titanium was significantly enhanced by dopamine conjugation. The thickness of the D-rhG coating depended on the treatment pH; thicker layers were formed at higher pH values, with a maximum thickness of 30 nm. D-rhG enhanced the binding of collagen-binding vascular endothelial growth factor and cell adhesion as compared with gelatin alone, even at the same surface concentration. The D-rhG surface modifier enhanced substrate binding by creating an adhesive nanointerface that increased specific protein binding and cell attachment.

  2. Globalisation and health inequalities: can a human rights paradigm create space for civil society action?

    PubMed

    London, Leslie; Schneider, Helen

    2012-01-01

    While neoliberal globalisation is associated with increasing inequalities, global integration has simultaneously strengthened the dissemination of human rights discourse across the world. This paper explores the seeming contradiction that globalisation is conceived as disempowering nations states' ability to act in their population's interests, yet implementation of human rights obligations requires effective states to deliver socio-economic entitlements, such as health. Central to the actions required of the state to build a health system based on a human rights approach is the notion of accountability. Two case studies are used to explore the constraints on states meeting their human rights obligations regarding health, the first drawing on data from interviews with parliamentarians responsible for health in East and Southern Africa, and the second reflecting on the response to the HIV/AIDS epidemic in South Africa. The case studies illustrate the importance of a human rights paradigm in strengthening parliamentary oversight over the executive in ways that prioritise pro-poor protections and in increasing leverage for resources for the health sector within parliamentary processes. Further, a rights framework creates the space for civil society action to engage with the legislature to hold public officials accountable and confirms the importance of rights as enabling civil society mobilization, reinforcing community agency to advance health rights for poor communities. In this context, critical assessment of state incapacity to meet claims to health rights raises questions as to the diffusion of accountability rife under modern international aid systems. Such diffusion of accountability opens the door to 'cunning' states to deflect rights claims of their populations. We argue that human rights, as both a normative framework for legal challenges and as a means to create room for active civil society engagement provide a means to contest both the real and the

  3. Virtual pathway explorer (viPEr) and pathway enrichment analysis tool (PEANuT): creating and analyzing focus networks to identify cross-talk between molecules and pathways.

    PubMed

    Garmhausen, Marius; Hofmann, Falko; Senderov, Viktor; Thomas, Maria; Kandel, Benjamin A; Habermann, Bianca Hermine

    2015-10-14

    Interpreting large-scale studies from microarrays or next-generation sequencing for further experimental testing remains one of the major challenges in quantitative biology. Combining expression with physical or genetic interaction data has already been successfully applied to enhance knowledge from all types of high-throughput studies. Yet, toolboxes for navigating and understanding even small gene or protein networks are poorly developed. We introduce two Cytoscape plug-ins, which support the generation and interpretation of experiment-based interaction networks. The virtual pathway explorer viPEr creates so-called focus networks by joining a list of experimentally determined genes with the interactome of a specific organism. viPEr calculates all paths between two or more user-selected nodes, or explores the neighborhood of a single selected node. Numerical values from expression studies assigned to the nodes serve to score identified paths. The pathway enrichment analysis tool PEANuT annotates networks with pathway information from various sources and calculates enriched pathways between a focus and a background network. Using time series expression data of atorvastatin treated primary hepatocytes from six patients, we demonstrate the handling and applicability of viPEr and PEANuT. Based on our investigations using viPEr and PEANuT, we suggest a role of the FoxA1/A2/A3 transcriptional network in the cellular response to atorvastatin treatment. Moreover, we find an enrichment of metabolic and cancer pathways in the Fox transcriptional network and demonstrate a patient-specific reaction to the drug. The Cytoscape plug-in viPEr integrates -omics data with interactome data. It supports the interpretation and navigation of large-scale datasets by creating focus networks, facilitating mechanistic predictions from -omics studies. PEANuT provides an up-front method to identify underlying biological principles by calculating enriched pathways in focus networks.

  4. The Virtual Teacher (VT) Paradigm: Learning New Patterns of Interpersonal Coordination Using the Human Dynamic Clamp

    PubMed Central

    2015-01-01

    The Virtual Teacher paradigm, a version of the Human Dynamic Clamp (HDC), is introduced into studies of learning patterns of inter-personal coordination. Combining mathematical modeling and experimentation, we investigate how the HDC may be used as a Virtual Teacher (VT) to help humans co-produce and internalize new inter-personal coordination pattern(s). Human learners produced rhythmic finger movements whilst observing a computer-driven avatar, animated by dynamic equations stemming from the well-established Haken-Kelso-Bunz (1985) and Schöner-Kelso (1988) models of coordination. We demonstrate that the VT is successful in shifting the pattern co-produced by the VT-human system toward any value (Experiment 1) and that the VT can help humans learn unstable relative phasing patterns (Experiment 2). Using transfer entropy, we find that information flow from one partner to the other increases when VT-human coordination loses stability. This suggests that variable joint performance may actually facilitate interaction, and in the long run learning. VT appears to be a promising tool for exploring basic learning processes involved in social interaction, unraveling the dynamics of information flow between interacting partners, and providing possible rehabilitation opportunities. PMID:26569608

  5. A new dynamic 3D virtual methodology for teaching the mechanics of atrial septation as seen in the human heart.

    PubMed

    Schleich, Jean-Marc; Dillenseger, Jean-Louis; Houyel, Lucile; Almange, Claude; Anderson, Robert H

    2009-01-01

    Learning embryology remains difficult, since it requires understanding of many complex phenomena. The temporal evolution of developmental events has classically been illustrated using cartoons, which create difficulty in linking spatial and temporal aspects, such correlation being the keystone of descriptive embryology. We synthesized the bibliographic data from recent studies of atrial septal development. On the basis of this synthesis, consensus on the stages of atrial septation as seen in the human heart has been reached by a group of experts in cardiac embryology and pediatric cardiology. This has permitted the preparation of three-dimensional (3D) computer graphic objects for the anatomical components involved in the different stages of normal human atrial septation. We have provided a virtual guide to the process of normal atrial septation, the animation providing an appreciation of the temporal and morphologic events necessary to separate the systemic and pulmonary venous returns. We have shown that our animations of normal human atrial septation increase significantly the teaching of the complex developmental processes involved, and provide a new dynamic for the process of learning.

  6. A new dynamic 3D virtual methodology for teaching the mechanics of atrial septation as seen in the human heart

    PubMed Central

    Schleich, Jean-Marc; Dillenseger, Jean-Louis; Houyel, Lucile; Almange, Claude; Anderson, Robert H.

    2009-01-01

    Background Learning embryology remains difficult, since it requires understanding of many complex phenomena. The temporal evolution of developmental events has classically been illustrated using cartoons, which create difficulty in linking spatial and temporal aspects, such correlation being the keystone of descriptive embryology. Methods We synthesized the bibliographic data from recent studies of atrial septal development. On the basis of this synthesis, consensus on the stages of atrial septation as seen in the human heart has been reached by a group of experts in cardiac embryology and paediatric cardiology. This has permitted the preparation of three-dimensional (3-D) computer graphic objects for the anatomical components involved in the different stages of normal human atrial septation. Results We have provided a virtual guide to the process of normal atrial septation, the animation providing an appreciation of the temporal and morphologic events necessary to separate the systemic and pulmonary venous returns. Conclusion We have shown that our animations of normal human atrial septation increase significantly the teaching of the complex developmental processes involved, and provide a new dynamic for the process of learning. PMID:19363807

  7. Virtual test: A student-centered software to measure student's critical thinking on human disease

    NASA Astrophysics Data System (ADS)

    Rusyati, Lilit; Firman, Harry

    2016-02-01

    The study "Virtual Test: A Student-Centered Software to Measure Student's Critical Thinking on Human Disease" is descriptive research. The background is importance of computer-based test that use element and sub element of critical thinking. Aim of this study is development of multiple choices to measure critical thinking that made by student-centered software. Instruments to collect data are (1) construct validity sheet by expert judge (lecturer and medical doctor) and professional judge (science teacher); and (2) test legibility sheet by science teacher and junior high school student. Participants consisted of science teacher, lecturer, and medical doctor as validator; and the students as respondent. Result of this study are describe about characteristic of virtual test that use to measure student's critical thinking on human disease, analyze result of legibility test by students and science teachers, analyze result of expert judgment by science teachers and medical doctor, and analyze result of trial test of virtual test at junior high school. Generally, result analysis shown characteristic of multiple choices to measure critical thinking was made by eight elements and 26 sub elements that developed by Inch et al.; complete by relevant information; and have validity and reliability more than "enough". Furthermore, specific characteristic of multiple choices to measure critical thinking are information in form science comic, table, figure, article, and video; correct structure of language; add source of citation; and question can guide student to critical thinking logically.

  8. Web-based e-learning and virtual lab of human-artificial immune system.

    PubMed

    Gong, Tao; Ding, Yongsheng; Xiong, Qin

    2014-05-01

    Human immune system is as important in keeping the body healthy as the brain in supporting the intelligence. However, the traditional models of the human immune system are built on the mathematics equations, which are not easy for students to understand. To help the students to understand the immune systems, a web-based e-learning approach with virtual lab is designed for the intelligent system control course by using new intelligent educational technology. Comparing the traditional graduate educational model within the classroom, the web-based e-learning with the virtual lab shows the higher inspiration in guiding the graduate students to think independently and innovatively, as the students said. It has been found that this web-based immune e-learning system with the online virtual lab is useful for teaching the graduate students to understand the immune systems in an easier way and design their simulations more creatively and cooperatively. The teaching practice shows that the optimum web-based e-learning system can be used to increase the learning effectiveness of the students.

  9. The demonstration projects: creating the capacity for nursing health human resource planning in Ontario's healthcare organizations.

    PubMed

    Burkoski, Vanessa; Tepper, Joshua

    2010-05-01

    Timely access to healthcare services requires the right number, mix and distribution of appropriately educated nurses, physicians and other healthcare professionals. In Ontario, as in several other jurisdictions, changing demographics, patterns of health service utilization and an aging workforce have created challenges related to the supply of nurses available now and in the future to deliver quality patient care. From 2006 to 2009, the Nursing Secretariat (NS) of Ontario's Ministry of Health and Long-Term Care (the ministry) undertook a progressive and comprehensive approach to address the issue of nursing supply across the province through the introduction of 17 Nursing Health Human Resources Demonstration Projects (demonstration projects). The demonstration projects initiative has led to the creation of a unique collection of best practices, tools and resources aimed at improving organizational planning capacity. Evaluation of the initiative generated recommendations that may guide the ministry toward policy and program development to foster improved nursing health human resource planning capacity in Ontario healthcare organizations.

  10. Discovery of Novel Human Epidermal Growth Factor Receptor-2 Inhibitors by Structure-based Virtual Screening

    PubMed Central

    Shi, Zheng; Yu, Tian; Sun, Rong; Wang, Shan; Chen, Xiao-Qian; Cheng, Li-Jia; Liu, Rong

    2016-01-01

    Background: Human epidermal growth factor receptor-2 (HER2) is a trans-membrane receptor like protein, and aberrant signaling of HER2 is implicated in many human cancers, such as ovarian cancer, gastric cancer, and prostate cancer, most notably breast cancer. Moreover, it has been in the spotlight in the recent years as a promising new target for therapy of breast cancer. Objective: Since virtual screening has become an integral part of the drug discovery process, it is of great significant to identify novel HER2 inhibitors by structure-based virtual screening. Materials and Methods: In this study, we carried out a series of elegant bioinformatics approaches, such as virtual screening and molecular dynamics (MD) simulations to identify HER2 inhibitors from Food and Drug Administration-approved small molecule drug as potential “new use” drugs. Results: Molecular docking identified top 10 potential drugs which showed spectrum affinity to HER2. Moreover, MD simulations suggested that ZINC08214629 (Nonoxynol-9) and ZINC03830276 (Benzonatate) might exert potential inhibitory effects against HER2-targeted anti-breast cancer therapeutics. Conclusion: Together, our findings may provide successful application of virtual screening studies in the lead discovery process, and suggest that our discovered small molecules could be effective HER2 inhibitor candidates for further study. SUMMARY A series of elegant bioinformatics approaches, including virtual screening and molecular dynamics (MD) simulations were took advantage to identify human epidermal growth factor receptor-2 (HER2) inhibitors. Molecular docking recognized top 10 candidate compounds, which showed spectrum affinity to HER2. Further, MD simulations suggested that ZINC08214629 (Nonoxynol-9) and ZINC03830276 (Benzonatate) in candidate compounds were identified as potential “new use” drugs against HER2-targeted anti-breast cancer therapeutics. Abbreviations used: HER2: Human epidermal growth factor receptor-2

  11. How Human Factors Drove the Design and Implementation of the Virtual Windtunnel

    NASA Technical Reports Server (NTRS)

    Bryson, Steve; Gerald-Yamasaki, Michael (Technical Monitor)

    1998-01-01

    This viewgraph presentation describes decisions made at the NASA Ames Research Center during its development of a virtual windtunnel to assist humans in visualizing computational fluid dynamics simulations. User requirements for the system include the simulation of vortical structure, pressure distribution, and overall sense of flow. In addition, the system needs to support a variety of interfaces, excluding head mounts, and needs to use an object oriented approach. Direct manipulation of the system is most user-friendly when limited to only grab and point gestures. 'Visualization control tools' (vtools) improve the realism of the system. The necessary object oriented programming is in C++ and openGL. Users interact with objects called 'tools', which include vtools and tools which control the virtual wind tunnel environment. Other objects include data objects accessed by the visualizations. Visualizations can be added to the system by the user. The presentation includes a discussion of run-time architecture, and issues related to computation and implementation.

  12. The virtual approach to the assessment of skeletal injuries in human skeletal remains of forensic importance.

    PubMed

    Urbanová, Petra; Ross, Ann H; Jurda, Mikoláš; Šplíchalová, Ivana

    2017-07-01

    While assessing skeletal injuries in human skeletal remains, forensic anthropologists are frequently presented with fractured, fragmented, or otherwise modified skeletal remains. The examination of evidence and the mechanisms of skeletal injuries often require that separate osseous elements be permanently or temporarily reassembled or reconstructed. If not dealt with properly, such reconstructions may impede accurate interpretation of the evidence. Nowadays, routine forensic examinations increasingly incorporate digital imaging technologies. As a result, a variety of PC-assisted imaging techniques, collectively referred to as the virtual approach, have been made available to treat fragmentary skeletal remains. The present study employs a 3D virtual approach to assess mechanisms of skeletal injuries, and provides an expert opinion of causative tools in three forensic cases involving human skeletal remains where integrity was compromised by multiple peri- or postmortem alterations resulting in fragmentation and/or incompleteness. Three fragmentary skulls and an incomplete set of foot bones with evidence of perimortem fractures (gunshot wounds) and sharp force trauma (saw marks) were digitized using a desktop laser scanner. The digitized skeletal elements were reassembled in the virtual workspace using functionalities incorporated in AMIRA(®) version 5.0 software, and simultaneously in real physical space by traditional reconstructive approaches. For this study, the original skeletal fragments were substituted by replicas built by 3D printing. Inter-method differences were quantified by mesh-based comparison after the physically reassembled elements had been re-digitized. Observed differences were further reinforced by visualizing local variations using colormaps and other advanced 3D visualization techniques. In addition, intra-operator and inter-operator error was computed. The results demonstrate that the importance of incorporating the virtual approach into the

  13. The development, assessment and validation of virtual reality for human anatomy instruction

    NASA Technical Reports Server (NTRS)

    Marshall, Karen Benn

    1996-01-01

    This research project seeks to meet the objective of science training by developing, assessing, validating and utilizing VR as a human anatomy training medium. Current anatomy instruction is primarily in the form of lectures and usage of textbooks. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three-dimensional, unlike the one-dimensional depiction found in textbooks and the two-dimensional depiction found on the computer. Virtual reality allows one to step through the computer screen into a 3-D artificial world. The primary objective of this project is to produce a virtual reality application of the abdominopelvic region of a human cadaver that can be taken back to the classroom. The hypothesis is that an immersive learning environment affords quicker anatomic recognition and orientation and a greater level of retention in human anatomy instruction. The goal is to augment not replace traditional modes of instruction.

  14. In vivo optical virtual biopsy of human oral mucosa with harmonic generation microscopy

    PubMed Central

    Tsai, Ming-Rung; Chen, Szu-Yu; Shieh, Dar-Bin; Lou, Pei-Jen; Sun, Chi-Kuang

    2011-01-01

    Recent clinical studies on human skin indicated that in vivo multi-harmonic generation microscopy (HGM) can achieve sub-micron resolution for histopathological analysis with a high penetration depth and leave no energy or photodamages in the interacted tissues. It is thus highly desired to apply HGM for in vivo mucosa histopathological diagnosis. In this paper, the first in vivo optical virtual biopsy of human oral mucosa by using epi-HGM is demonstrated. We modified an upright microscope to rotate the angle of objective for in vivo observation. Our clinical study reveals the capability of HGM to in vivo image cell distributions in human oral mucosa, including epithelium and lamina propria with a high penetration depth greater than 280 μm and a high spatial resolution better than 500 nm. We also found that the third-harmonic-generation (THG) contrast on nucleus depends strongly on its thicknesses, in agreement with a numerical simulation. Besides, 4% acetic acid was found to be able to enhance the THG contrast of nucleus in oral mucosa, while such enhancement was found to decay due to the metabolic clearance of the contrast enhancer by the oral mucosa. Our clinical study indicated that, the combined epi-THG and epi-second-harmonic-generation (SHG) microscopy is a promising imaging tool for in vivo noninvasive optical virtual biopsy and disease diagnosis in human mucosa. PMID:21833368

  15. Future Evolution of Virtual Worlds as Communication Environments

    NASA Astrophysics Data System (ADS)

    Prisco, Giulio

    Extensive experience creating locations and activities inside virtual worlds provides the basis for contemplating their future. Users of virtual worlds are diverse in their goals for these online environments; for example, immersionists want them to be alternative realities disconnected from real life, whereas augmentationists want them to be communication media supporting real-life activities. As the technology improves, the diversity of virtual worlds will increase along with their significance. Many will incorporate more advanced virtual reality, or serve as major media for long-distance collaboration, or become the venues for futurist social movements. Key issues are how people can create their own virtual worlds, travel across worlds, and experience a variety of multimedia immersive environments. This chapter concludes by noting the view among some computer scientists that future technologies will permit uploading human personalities to artificial intelligence avatars, thereby enhancing human beings and rendering the virtual worlds entirely real.

  16. YouTube Videos to Create a “Virtual Hospital Experience” for Hip and Knee Replacement Patients to Decrease Preoperative Anxiety: A Randomized Trial

    PubMed Central

    Brennan, Katharyn; Kazmerchak, Shari; Pratt, Jason

    2016-01-01

    Background With declining reimbursement to health care systems, face-to-face time between patients and providers to optimize preoperative education and counseling may be challenging. Objective Because high patient anxiety prior to surgery has been linked to more severe and persistent pain after joint replacement surgery, the Orthopedic Surgery Department at Mayo Clinic in Florida created a playlist of 16 YouTube videos aimed at creating a virtual hospital experience for primary total hip and knee joint replacement patients. A randomized trial was then performed to evaluate the potential impact of viewing this playlist on preoperative anxiety. Methods Each patient completed a Generalized Anxiety Disorder (GAD) score assessment at the time of the routine preoperative clinic visit and then randomized based on his/her gender, type of surgery, and initial GAD score to either the control group of standard education (education at face-to-face clinical visits as well as printed educational materials) or the treatment group (standard education plus access to the YouTube playlist). On the morning of the patient’s surgery, the same survey was repeated. Of the 65 patients who consented to participate in the study, 53 completed the study (82%) with 28 of 29 (97% completed) in the control group and 25 of 36 (69% completed) in the treatment group. Results Overall, the results showed a trend toward less anxiety in patients who viewed the YouTube videos; this was exhibited by a reduction in the median GAD score by 1 point. This trend is more clearly present in patients with high preoperative anxiety (predominantly women), as seen in the reduction of the median GAD score by 6 points in the treatment group. Conclusions Although our experience is limited, our results indicate that a series of tailored videos may decrease patient anxiety preoperatively. We recommend further exploration of both this concept and the use of social media tools in preoperative patient education. Trial

  17. YouTube Videos to Create a "Virtual Hospital Experience" for Hip and Knee Replacement Patients to Decrease Preoperative Anxiety: A Randomized Trial.

    PubMed

    O'Connor, Mary I; Brennan, Katharyn; Kazmerchak, Shari; Pratt, Jason

    2016-04-18

    With declining reimbursement to health care systems, face-to-face time between patients and providers to optimize preoperative education and counseling may be challenging. Because high patient anxiety prior to surgery has been linked to more severe and persistent pain after joint replacement surgery, the Orthopedic Surgery Department at Mayo Clinic in Florida created a playlist of 16 YouTube videos aimed at creating a virtual hospital experience for primary total hip and knee joint replacement patients. A randomized trial was then performed to evaluate the potential impact of viewing this playlist on preoperative anxiety. Each patient completed a Generalized Anxiety Disorder (GAD) score assessment at the time of the routine preoperative clinic visit and then randomized based on his/her gender, type of surgery, and initial GAD score to either the control group of standard education (education at face-to-face clinical visits as well as printed educational materials) or the treatment group (standard education plus access to the YouTube playlist). On the morning of the patient's surgery, the same survey was repeated. Of the 65 patients who consented to participate in the study, 53 completed the study (82%) with 28 of 29 (97% completed) in the control group and 25 of 36 (69% completed) in the treatment group. Overall, the results showed a trend toward less anxiety in patients who viewed the YouTube videos; this was exhibited by a reduction in the median GAD score by 1 point. This trend is more clearly present in patients with high preoperative anxiety (predominantly women), as seen in the reduction of the median GAD score by 6 points in the treatment group. Although our experience is limited, our results indicate that a series of tailored videos may decrease patient anxiety preoperatively. We recommend further exploration of both this concept and the use of social media tools in preoperative patient education. Clinicaltrials.gov NCT02546180; http

  18. Human Motion Tracking and Glove-Based User Interfaces for Virtual Environments in ANVIL

    NASA Technical Reports Server (NTRS)

    Dumas, Joseph D., II

    2002-01-01

    The Army/NASA Virtual Innovations Laboratory (ANVIL) at Marshall Space Flight Center (MSFC) provides an environment where engineers and other personnel can investigate novel applications of computer simulation and Virtual Reality (VR) technologies. Among the many hardware and software resources in ANVIL are several high-performance Silicon Graphics computer systems and a number of commercial software packages, such as Division MockUp by Parametric Technology Corporation (PTC) and Jack by Unigraphics Solutions, Inc. These hardware and software platforms are used in conjunction with various VR peripheral I/O (input / output) devices, CAD (computer aided design) models, etc. to support the objectives of the MSFC Engineering Systems Department/Systems Engineering Support Group (ED42) by studying engineering designs, chiefly from the standpoint of human factors and ergonomics. One of the more time-consuming tasks facing ANVIL personnel involves the testing and evaluation of peripheral I/O devices and the integration of new devices with existing hardware and software platforms. Another important challenge is the development of innovative user interfaces to allow efficient, intuitive interaction between simulation users and the virtual environments they are investigating. As part of his Summer Faculty Fellowship, the author was tasked with verifying the operation of some recently acquired peripheral interface devices and developing new, easy-to-use interfaces that could be used with existing VR hardware and software to better support ANVIL projects.

  19. Human Motion Tracking and Glove-Based User Interfaces for Virtual Environments in ANVIL

    NASA Technical Reports Server (NTRS)

    Dumas, Joseph D., II

    2002-01-01

    The Army/NASA Virtual Innovations Laboratory (ANVIL) at Marshall Space Flight Center (MSFC) provides an environment where engineers and other personnel can investigate novel applications of computer simulation and Virtual Reality (VR) technologies. Among the many hardware and software resources in ANVIL are several high-performance Silicon Graphics computer systems and a number of commercial software packages, such as Division MockUp by Parametric Technology Corporation (PTC) and Jack by Unigraphics Solutions, Inc. These hardware and software platforms are used in conjunction with various VR peripheral I/O (input / output) devices, CAD (computer aided design) models, etc. to support the objectives of the MSFC Engineering Systems Department/Systems Engineering Support Group (ED42) by studying engineering designs, chiefly from the standpoint of human factors and ergonomics. One of the more time-consuming tasks facing ANVIL personnel involves the testing and evaluation of peripheral I/O devices and the integration of new devices with existing hardware and software platforms. Another important challenge is the development of innovative user interfaces to allow efficient, intuitive interaction between simulation users and the virtual environments they are investigating. As part of his Summer Faculty Fellowship, the author was tasked with verifying the operation of some recently acquired peripheral interface devices and developing new, easy-to-use interfaces that could be used with existing VR hardware and software to better support ANVIL projects.

  20. Degenerate 87-base-pair tandem repeats create hydrophilic/hydrophobic alternating domains in human mucin peptides mapped to 11p15.

    PubMed

    Dufosse, J; Porchet, N; Audie, J P; Guyonnet Duperat, V; Laine, A; Van-Seuningen, I; Marrakchi, S; Degand, P; Aubert, J P

    1993-07-15

    A human tracheobronchial lambda gt 11 cDNA library was screened using antiserum prepared against the deglycosylated protein backbone of human tracheobronchial mucins. Two cDNAs, designated JER 28 and 57, obtained from this immunoscreening, were used to isolate two other cDNA clones, JUL 7 and JUL 10, from a human tracheobronchial lambda gt 10 cDNA library. These four clones (561, 1830, 1631 and 991 bp), which mapped to chromosome 11p15, were all found to contain degenerate 87-base-pair tandem repeats which encode non-repetitive peptides. Numerous deletions or insertions in an otherwise virtually perfect 87-base-pair tandem repeat create many shifts in reading frame which completely destroy the repetitive peptide structure. The peptide is composed of alternate hydrophobic and hydrophilic domains which probably differ in the extent to which they are glycosylated. The mRNAs are expressed both in the respiratory and in the digestive tracts. These human mucin probes may be important in assessing the abnormal mucins associated with inflammatory diseases or carcinoma from human mucosae.

  1. Degenerate 87-base-pair tandem repeats create hydrophilic/hydrophobic alternating domains in human mucin peptides mapped to 11p15.

    PubMed Central

    Dufosse, J; Porchet, N; Audie, J P; Guyonnet Duperat, V; Laine, A; Van-Seuningen, I; Marrakchi, S; Degand, P; Aubert, J P

    1993-01-01

    A human tracheobronchial lambda gt 11 cDNA library was screened using antiserum prepared against the deglycosylated protein backbone of human tracheobronchial mucins. Two cDNAs, designated JER 28 and 57, obtained from this immunoscreening, were used to isolate two other cDNA clones, JUL 7 and JUL 10, from a human tracheobronchial lambda gt 10 cDNA library. These four clones (561, 1830, 1631 and 991 bp), which mapped to chromosome 11p15, were all found to contain degenerate 87-base-pair tandem repeats which encode non-repetitive peptides. Numerous deletions or insertions in an otherwise virtually perfect 87-base-pair tandem repeat create many shifts in reading frame which completely destroy the repetitive peptide structure. The peptide is composed of alternate hydrophobic and hydrophilic domains which probably differ in the extent to which they are glycosylated. The mRNAs are expressed both in the respiratory and in the digestive tracts. These human mucin probes may be important in assessing the abnormal mucins associated with inflammatory diseases or carcinoma from human mucosae. Images Figure 1 (cont.) Figure 1 Figure 4 Figure 6 PMID:7916618

  2. Virtual Worlds for Educators

    ERIC Educational Resources Information Center

    Dembo, Steve

    2008-01-01

    This article describes an online experience that has not only created a fantasy world for the general public but has enabled some tech-savvy educators to create virtual educational opportunities. Second Life, or SL, is a 3-D Internet-based virtual world created by Linden Lab and populated by nearly 1,000,000 active users worldwide since 2003.…

  3. Pharmacophore identification, in silico screening, and virtual library design for inhibitors of the human factor Xa.

    PubMed

    Krovat, Eva M; Frühwirth, Karin H; Langer, Thierry

    2005-01-01

    Factor Xa inhibitors are innovative anticoagulant agents that provide a better safety/efficacy profile compared to other anticoagulative drugs. A chemical feature-based modeling approach was applied to identify crucial pharmacophore patterns from 3D crystal structures of inhibitors bound to human factor Xa (Pdb entries 1fjs, 1kns, 1eqz) using the software LIGANDSCOUT and CATALYST. The complex structures were selected regarding the criteria of high inhibitory potency (i.e. all ligands show K(i) values against factor Xa in the subnanomolar range) and good resolution (i.e. at least 2.2 A) in order to generate selective and high quality pharmacophore models. The resulting chemical-feature based hypotheses were used for virtual screening of commercial molecular databases such as the WDI database. Furthermore, a ligand-based molecular modeling approach was performed to obtain common-feature hypotheses that represent the relevant chemical interactions between 10 bioactive factor Xa inhibitors and the protein, respectively. In a next step a virtual combinatorial library was designed in order to generate new compounds with similar chemical and spatial properties as known inhibitors. The software tool ILIB DIVERSE was used for this procedure in order to provide new scaffolds of this group of anticoagulants. Finally we present the combination of these two techniques, hence virtual screening was performed with selective pharmacophore models in a focused virtual combinatorial database. De novo derived molecular scaffolds that were able to adequately satisfy the pharmacophore criteria are revealed and are promising templates for candidates for further development.

  4. Creating reproducible thoracolumbar burst fractures in human specimens: an in vitro experiment.

    PubMed

    Oberkircher, Ludwig; Schmuck, Maya; Bergmann, Martin; Lechler, Philipp; Ruchholtz, Steffen; Krüger, Antonio

    2016-04-01

    The treatment of traumatic burst fractures unaccompanied by neurological impairment remains controversial and ranges from conservative management to 360° fusion. Because of the heterogeneity of fracture types, classification systems, and treatment options, comparative biomechanical studies might help to improve our knowledge. The aim of the current study was to create a standardized fracture model to investigate burst fractures in a multisegmental setting. A total of 28 thoracolumbar fresh-frozen human cadaveric spines were used. The spines were dissected into segments (T11-L3). The T-11 and L-3 vertebral bodies were embedded in Technovit 3040 (cold-curing resin for surface testing and impressions). To simulate high energy, a metallic drop tower was designed. Stress risers were used to ensure comparable fractures. CT scans were acquired before and after fracture. All fractures were classified using the AO/OTA classification. The preparation and embedding of the spine segments worked well. No repositioning or second embedding of the specimen, even after fracture, was required. It was possible to create single burst fractures at the L-1 level in all 28 spine segments. Among the 28 fractures there were 16 incomplete burst fractures (Type A3.1), 8 burst-split fractures (Type A3.2), and 4 complete burst fractures (Type A3.3). The differences before and after fracture for stiffness and for anterior, posterior, and central heights were all significant (p < 0.05). The ability to create reproducible burst fractures of a single vertebral body in a thoracolumbar spine segment may serve as a basis for future biomechanical studies that will provide better understanding of mechanical properties or fixation techniques.

  5. Using virtual reality to investigate comparative spatial cognitive abilities in chimpanzees and humans.

    PubMed

    Dolins, Francine L; Klimowicz, Christopher; Kelley, John; Menzel, Charles R

    2014-05-01

    The purpose of the present study was to determine the efficacy of investigating spatial cognitive abilities across two primate species using virtual reality. In this study, we presented four captive adult chimpanzees and 16 humans (12 children and 4 adults) with simulated environments of increasing complexity and size to compare species' attention to visuo-spatial features during navigation. The specific task required participants to attend to landmarks in navigating along routes in order to localize the goal site. Both species were found to discriminate effectively between positive and negative landmarks. Assessing path efficiency revealed that both species and all age groups used relatively efficient, distance reducing routes during navigation. Compared to the chimpanzees and adult humans however, younger children's performance decreased as maze complexity and size increased. Surprisingly, in the most complex maze category the humans' performance was less accurate compared to one female chimpanzee. These results suggest that the method of using virtual reality to test captive primates, and in particular, chimpanzees, affords significant cross-species investigations of spatial cognitive and developmental comparisons. © 2014 Wiley Periodicals, Inc.

  6. A Layered Approach for Robust Spatial Virtual Human Pose Reconstruction Using a Still Image

    PubMed Central

    Guo, Chengyu; Ruan, Songsong; Liang, Xiaohui; Zhao, Qinping

    2016-01-01

    Pedestrian detection and human pose estimation are instructive for reconstructing a three-dimensional scenario and for robot navigation, particularly when large amounts of vision data are captured using various data-recording techniques. Using an unrestricted capture scheme, which produces occlusions or breezing, the information describing each part of a human body and the relationship between each part or even different pedestrians must be present in a still image. Using this framework, a multi-layered, spatial, virtual, human pose reconstruction framework is presented in this study to recover any deficient information in planar images. In this framework, a hierarchical parts-based deep model is used to detect body parts by using the available restricted information in a still image and is then combined with spatial Markov random fields to re-estimate the accurate joint positions in the deep network. Then, the planar estimation results are mapped onto a virtual three-dimensional space using multiple constraints to recover any deficient spatial information. The proposed approach can be viewed as a general pre-processing method to guide the generation of continuous, three-dimensional motion data. The experiment results of this study are used to describe the effectiveness and usability of the proposed approach. PMID:26907289

  7. Encoding of relative enclosure size in a dynamic three-dimensional virtual environment by humans.

    PubMed

    Sturz, Bradley R; Kelly, Debbie M

    2009-10-01

    Human participants searched in a dynamic three-dimensional virtual-environment rectangular enclosure for a distinctly colored bin located in one of the four corners. During test trials, all bins were rendered identical in color, and the shape of the rectangular search space either remained the same or was modified to a relatively sized contracted rectangle, an expanded rectangle, or a square. Participants made one choice response during test trials. In the rectangular enclosures, more of participants' choice responses were allocated to the geometrically correct corners than to the geometrically incorrect corners. In the square enclosure, participants' choice responses were allocated equivalently to each of the four corners. Results replicate previous enclosure size studies demonstrating encoding of enclosure geometry with human and non-human animal subjects conducted in real environments and extend these results to include encoding of relative enclosure geometry. Results are discussed with respect to theoretical accounts of geometry learning.

  8. Assessing endocranial variations in great apes and humans using 3D data from virtual endocasts.

    PubMed

    Bienvenu, Thibaut; Guy, Franck; Coudyzer, Walter; Gilissen, Emmanuel; Roualdès, Georges; Vignaud, Patrick; Brunet, Michel

    2011-06-01

    Modern humans are characterized by their large, complex, and specialized brain. Human brain evolution can be addressed through direct evidence provided by fossil hominid endocasts (i.e. paleoneurology), or through indirect evidence of extant species comparative neurology. Here we use the second approach, providing an extant comparative framework for hominid paleoneurological studies. We explore endocranial size and shape differences among great apes and humans, as well as between sexes. We virtually extracted 72 endocasts, sampling all extant great ape species and modern humans, and digitized 37 landmarks on each for 3D generalized Procrustes analysis. All species can be differentiated by their endocranial shape. Among great apes, endocranial shapes vary from short (orangutans) to long (gorillas), perhaps in relation to different facial orientations. Endocranial shape differences among African apes are partly allometric. Major endocranial traits distinguishing humans from great apes are endocranial globularity, reflecting neurological reorganization, and features linked to structural responses to posture and bipedal locomotion. Human endocasts are also characterized by posterior location of foramina rotunda relative to optic canals, which could be correlated to lesser subnasal prognathism compared to living great apes. Species with larger brains (gorillas and humans) display greater sexual dimorphism in endocranial size, while sexual dimorphism in endocranial shape is restricted to gorillas, differences between males and females being at least partly due to allometry. Our study of endocranial variations in extant great apes and humans provides a new comparative dataset for studies of fossil hominid endocasts. Copyright © 2011 Wiley-Liss, Inc.

  9. Development of realistic physical breast phantoms matched to virtual breast phantoms based on human subject data

    SciTech Connect

    Kiarashi, Nooshin; Nolte, Adam C.; Sturgeon, Gregory M.; Ghate, Sujata V.; Segars, William P.; Nolte, Loren W.; Samei, Ehsan; and others

    2015-07-15

    Purpose: Physical phantoms are essential for the development, optimization, and evaluation of x-ray breast imaging systems. Recognizing the major effect of anatomy on image quality and clinical performance, such phantoms should ideally reflect the three-dimensional structure of the human breast. Currently, there is no commercially available three-dimensional physical breast phantom that is anthropomorphic. The authors present the development of a new suite of physical breast phantoms based on human data. Methods: The phantoms were designed to match the extended cardiac-torso virtual breast phantoms that were based on dedicated breast computed tomography images of human subjects. The phantoms were fabricated by high-resolution multimaterial additive manufacturing (3D printing) technology. The glandular equivalency of the photopolymer materials was measured relative to breast tissue-equivalent plastic materials. Based on the current state-of-the-art in the technology and available materials, two variations were fabricated. The first was a dual-material phantom, the Doublet. Fibroglandular tissue and skin were represented by the most radiographically dense material available; adipose tissue was represented by the least radiographically dense material. The second variation, the Singlet, was fabricated with a single material to represent fibroglandular tissue and skin. It was subsequently filled with adipose-equivalent materials including oil, beeswax, and permanent urethane-based polymer. Simulated microcalcification clusters were further included in the phantoms via crushed eggshells. The phantoms were imaged and characterized visually and quantitatively. Results: The mammographic projections and tomosynthesis reconstructed images of the fabricated phantoms yielded realistic breast background. The mammograms of the phantoms demonstrated close correlation with simulated mammographic projection images of the corresponding virtual phantoms. Furthermore, power

  10. Development of realistic physical breast phantoms matched to virtual breast phantoms based on human subject data.

    PubMed

    Kiarashi, Nooshin; Nolte, Adam C; Sturgeon, Gregory M; Segars, William P; Ghate, Sujata V; Nolte, Loren W; Samei, Ehsan; Lo, Joseph Y

    2015-07-01

    Physical phantoms are essential for the development, optimization, and evaluation of x-ray breast imaging systems. Recognizing the major effect of anatomy on image quality and clinical performance, such phantoms should ideally reflect the three-dimensional structure of the human breast. Currently, there is no commercially available three-dimensional physical breast phantom that is anthropomorphic. The authors present the development of a new suite of physical breast phantoms based on human data. The phantoms were designed to match the extended cardiac-torso virtual breast phantoms that were based on dedicated breast computed tomography images of human subjects. The phantoms were fabricated by high-resolution multimaterial additive manufacturing (3D printing) technology. The glandular equivalency of the photopolymer materials was measured relative to breast tissue-equivalent plastic materials. Based on the current state-of-the-art in the technology and available materials, two variations were fabricated. The first was a dual-material phantom, the Doublet. Fibroglandular tissue and skin were represented by the most radiographically dense material available; adipose tissue was represented by the least radiographically dense material. The second variation, the Singlet, was fabricated with a single material to represent fibroglandular tissue and skin. It was subsequently filled with adipose-equivalent materials including oil, beeswax, and permanent urethane-based polymer. Simulated microcalcification clusters were further included in the phantoms via crushed eggshells. The phantoms were imaged and characterized visually and quantitatively. The mammographic projections and tomosynthesis reconstructed images of the fabricated phantoms yielded realistic breast background. The mammograms of the phantoms demonstrated close correlation with simulated mammographic projection images of the corresponding virtual phantoms. Furthermore, power-law descriptions of the phantom images

  11. [Creating a 'Germanic' public health: national-socialism, human genetics, and eugenics in the Netherlands].

    PubMed

    Snelders, Stephen

    2007-01-01

    The consequences of the uses of concepts of heredity in society and health care are not simply determined. This is demonstrated by a study of Dutch National Socialist doctors and biologists in the Second World War. During the German occupation of the Netherlands SS-biologist W.F.H. Stroër (1907-1979) and SS-doctor J.A. van der Hoeven (1912-1998) attempted to create a eugenic research and health care institute in the Netherlands. Heredity was accorded a key role in National Socialist plans for reorganization of Dutch health care. The ideas of the SS-eugenicists were closely related to those of leading geneticists and eugenicists in the Netherlands. Eugenic ideas were spread among all political ideologies. As late as November 1942 cooperation between the SS and non-Nazi geneticists was still discussed. The hardening of the political climate during the war created more explicit dividing lines between them. The SS-researchers did not believe in the existence of well-defined and separated races. They rejected a purely genetic determinism and advocated measures of social hygiene next to a positive and negative eugenics in the creation of a more healthy Germanic people and a purer race. Racial and genetic concepts were not exclusively translated into eugenic policies directed at human reproduction.

  12. Creating a controlled vocabulary for the ethics of human research: towards a biomedical ethics ontology.

    PubMed

    Koepsell, David; Arp, Robert; Fostel, Jennifer; Smith, Barry

    2009-03-01

    ONTOLOGIES DESCRIBE REALITY IN SPECIFIC domains in ways that can bridge various disciplines and languages. They allow easier access and integration of information that is collected by different groups. Ontologies are currently used in the biomedical sciences, geography, and law. A Biomedical Ethics Ontology (BMEO) would benefit members of ethics committees who deal with protocols and consent forms spanning numerous fields of inquiry. There already exists the Ontology for Biomedical Investigations (OBI); the proposed BMEO would interoperate with OBI, creating a powerful information tool. We define a domain ontology and begin to construct a BMEO, focused on the process of evaluating human research protocols. Finally, we show how our BMEO can have practical applications for ethics committees. This paper describes ongoing research and a strategy for its broader continuation and cooperation.

  13. Creating a Controlled Vocabulary for the Ethics of Human Research: Towards a Biomedical Ethics Ontology

    PubMed Central

    Koepsell, David; Arp, Robert; Fostel, Jennifer; Smith, Barry

    2009-01-01

    Ontologies describe reality in specific domains in ways that can bridge various disciplines and languages. They allow easier access and integration of information that is collected by different groups. Ontologies are currently used in the biomedical sciences, geography, and law. A Biomedical Ethics Ontology (BMEO) would benefit members of ethics committees who deal with protocols and consent forms spanning numerous fields of inquiry. There already exists the Ontology for Biomedical Investigations (OBI); the proposed BMEO would interoperate with OBI, creating a powerful information tool. We define a domain ontology and begin to construct a BMEO, focused on the process of evaluating human research protocols. Finally, we show how our BMEO can have practical applications for ethics committees. This paper describes ongoing research and a strategy for its broader continuation and cooperation. PMID:19374479

  14. Optical versus Virtual: Teaching Assistant Perceptions of the Use of Virtual Microscopy in an Undergraduate Human Anatomy Course

    ERIC Educational Resources Information Center

    Collier, Larissa; Dunham, Stacey; Braun, Mark W.; O'Loughlin, Valerie Dean

    2012-01-01

    Many studies that evaluate the introduction of technology in the classroom focus on student performance and student evaluations. This study focuses on instructor evaluation of the introduction of virtual microscopy into an undergraduate anatomy class. Semi-structured interviews were conducted with graduate teaching assistants (TA) and analyzed…

  15. Optical versus Virtual: Teaching Assistant Perceptions of the Use of Virtual Microscopy in an Undergraduate Human Anatomy Course

    ERIC Educational Resources Information Center

    Collier, Larissa; Dunham, Stacey; Braun, Mark W.; O'Loughlin, Valerie Dean

    2012-01-01

    Many studies that evaluate the introduction of technology in the classroom focus on student performance and student evaluations. This study focuses on instructor evaluation of the introduction of virtual microscopy into an undergraduate anatomy class. Semi-structured interviews were conducted with graduate teaching assistants (TA) and analyzed…

  16. Initial Assessment of Human Performance Using the Gaiter Interaction Technique to Control Locomotion in Fully Immersive Virtual Environments

    DTIC Science & Technology

    2007-11-02

    and control the posture of the body should support the user’s inter- action with the virtual world. Skills and actions, such as aiming a rifle and...3 Our general approach to interaction technique design is based on principles derived from an under- standing of human perception and motor control...the stride length and cadence of virtual steps. Since Gaiter uses only the legs and pelvis , it does not interfere with actions performed by other

  17. Attention to human speakers in a virtual auditory environment: brain potential evidence.

    PubMed

    Nager, Wido; Dethlefsen, Christina; Münte, Thomas F

    2008-07-18

    Listening to a speech message requires the accurate selection of the relevant auditory input especially when distracting background noise or other speech messages are present. To investigate such auditory selection processes we presented three different speech messages simultaneously spoken by different actors at separate spatial locations (-70, 0, 70/ azimuth). Stimuli were recorded using an artificial head with microphones embedded in the "auditory canals" to capture the interaural time and level differences as well as some of the filter properties of the outer ear structures as auditory spatial cues, thus creating a realistic virtual auditory space. In a given experimental run young healthy participants listened via headphones and either attended to the rightmost or the leftmost message in order to comprehend the story. Superimposed on the speech messages task irrelevant probe stimuli (syllables sharing spatial and spectral characteristics, 4 probes/s) were presented that were used for the generation of event-related brain potentials computed from 29 channels of EEG. ERPs to probe stimuli were characterized by a negativity starting at 250 ms with a contralateral frontal maximum for the probes sharing spatial/spectral features of the attended story relative to those for the unattended message. The relatively late onset of this attention effect was interpreted to reflect the task demands in this complex auditory environment. This study demonstrates the feasibility to use virtual auditory environments in conjunction with the probe technique to study auditory selection under realistic conditions.

  18. Instructional Design Practices in the Design and Development of Digital Humanities Virtual Environments (DH-VEs)

    ERIC Educational Resources Information Center

    Kelly, Valerie Hunter

    2011-01-01

    Virtual environments, virtual worlds, simulations, 3D models are loaded with potential, promise, and problems. While learning in virtual settings is still being researched, instructional designers are challenged as to which instructional design practices are best suited for virtual environments (VEs). The problem is there is a lack of a conceptual…

  19. To react or not to react? Intrinsic stochasticity of human control in virtual stick balancing.

    PubMed

    Zgonnikov, Arkady; Lubashevsky, Ihor; Kanemoto, Shigeru; Miyazawa, Toru; Suzuki, Takashi

    2014-10-06

    Understanding how humans control unstable systems is central to many research problems, with applications ranging from quiet standing to aircraft landing. Increasingly, much evidence appears in favour of event-driven control hypothesis: human operators only start actively controlling the system when the discrepancy between the current and desired system states becomes large enough. The event-driven models based on the concept of threshold can explain many features of the experimentally observed dynamics. However, much still remains unclear about the dynamics of human-controlled systems, which likely indicates that humans use more intricate control mechanisms. This paper argues that control activation in humans may be not threshold-driven, but instead intrinsically stochastic, noise-driven. Specifically, we suggest that control activation stems from stochastic interplay between the operator's need to keep the controlled system near the goal state, on the one hand, and the tendency to postpone interrupting the system dynamics, on the other hand. We propose a model capturing this interplay and show that it matches the experimental data on human balancing of virtual overdamped stick. Our results illuminate that the noise-driven activation mechanism plays a crucial role at least in the considered task, and, hypothetically, in a broad range of human-controlled processes. © 2014 The Author(s) Published by the Royal Society. All rights reserved.

  20. Virtual dissection and comparative connectivity of the superior longitudinal fasciculus in chimpanzees and humans

    PubMed Central

    Hecht, Erin E.; Gutman, David A.; Bradley, Bruce A.; Preuss, Todd M.; Stout, Dietrich

    2015-01-01

    Many of the behavioral capacities that distinguish humans from other primates rely on fronto-parietal circuits. The superior longitudinal fasciculus (SLF) is the primary white matter tract connecting lateral frontal with lateral parietal regions; it is distinct from the arcuate fasciculus, which interconnects the frontal and temporal lobes. Here we report a direct, quantitative comparison of SLF connectivity using virtual in vivo dissection of the SLF in chimpanzees and humans. SLF I, the superior-most branch of the SLF, showed similar patterns of connectivity between humans and chimpanzees, and was proportionally volumetrically larger in chimpanzees. SLF II, the middle branch, and SLF III, the inferior-most branch, showed species differences in frontal connectivity. In humans, SLF II showed greater connectivity with dorsolateral prefrontal cortex, whereas in chimps SLF II showed greater connectivity with the inferior frontal gyrus. SLF III was right-lateralized and proportionally volumetrically larger in humans, and human SLF III showed relatively reduced connectivity with dorsal premotor cortex and greater extension into the anterior inferior frontal gyrus, especially in the right hemisphere. These results have implications for the evolution of fronto-parietal functions including spatial attention to observed actions, social learning, and tool use, and are in line with previous research suggesting a unique role for the right anterior inferior frontal gyrus in the evolution of human fronto-parietal network architecture. PMID:25534109

  1. To react or not to react? Intrinsic stochasticity of human control in virtual stick balancing

    PubMed Central

    Zgonnikov, Arkady; Lubashevsky, Ihor; Kanemoto, Shigeru; Miyazawa, Toru; Suzuki, Takashi

    2014-01-01

    Understanding how humans control unstable systems is central to many research problems, with applications ranging from quiet standing to aircraft landing. Increasingly, much evidence appears in favour of event-driven control hypothesis: human operators only start actively controlling the system when the discrepancy between the current and desired system states becomes large enough. The event-driven models based on the concept of threshold can explain many features of the experimentally observed dynamics. However, much still remains unclear about the dynamics of human-controlled systems, which likely indicates that humans use more intricate control mechanisms. This paper argues that control activation in humans may be not threshold-driven, but instead intrinsically stochastic, noise-driven. Specifically, we suggest that control activation stems from stochastic interplay between the operator's need to keep the controlled system near the goal state, on the one hand, and the tendency to postpone interrupting the system dynamics, on the other hand. We propose a model capturing this interplay and show that it matches the experimental data on human balancing of virtual overdamped stick. Our results illuminate that the noise-driven activation mechanism plays a crucial role at least in the considered task, and, hypothetically, in a broad range of human-controlled processes. PMID:25056217

  2. Virtual dissection and comparative connectivity of the superior longitudinal fasciculus in chimpanzees and humans.

    PubMed

    Hecht, Erin E; Gutman, David A; Bradley, Bruce A; Preuss, Todd M; Stout, Dietrich

    2015-03-01

    Many of the behavioral capacities that distinguish humans from other primates rely on fronto-parietal circuits. The superior longitudinal fasciculus (SLF) is the primary white matter tract connecting lateral frontal with lateral parietal regions; it is distinct from the arcuate fasciculus, which interconnects the frontal and temporal lobes. Here we report a direct, quantitative comparison of SLF connectivity using virtual in vivo dissection of the SLF in chimpanzees and humans. SLF I, the superior-most branch of the SLF, showed similar patterns of connectivity between humans and chimpanzees, and was proportionally volumetrically larger in chimpanzees. SLF II, the middle branch, and SLF III, the inferior-most branch, showed species differences in frontal connectivity. In humans, SLF II showed greater connectivity with dorsolateral prefrontal cortex, whereas in chimps SLF II showed greater connectivity with the inferior frontal gyrus. SLF III was right-lateralized and proportionally volumetrically larger in humans, and human SLF III showed relatively reduced connectivity with dorsal premotor cortex and greater extension into the anterior inferior frontal gyrus, especially in the right hemisphere. These results have implications for the evolution of fronto-parietal functions including spatial attention to observed actions, social learning, and tool use, and are in line with previous research suggesting a unique role for the right anterior inferior frontal gyrus in the evolution of human fronto-parietal network architecture. Copyright © 2014 Elsevier Inc. All rights reserved.

  3. 3D virtual human atria: A computational platform for studying clinical atrial fibrillation.

    PubMed

    Aslanidi, Oleg V; Colman, Michael A; Stott, Jonathan; Dobrzynski, Halina; Boyett, Mark R; Holden, Arun V; Zhang, Henggui

    2011-10-01

    Despite a vast amount of experimental and clinical data on the underlying ionic, cellular and tissue substrates, the mechanisms of common atrial arrhythmias (such as atrial fibrillation, AF) arising from the functional interactions at the whole atria level remain unclear. Computational modelling provides a quantitative framework for integrating such multi-scale data and understanding the arrhythmogenic behaviour that emerges from the collective spatio-temporal dynamics in all parts of the heart. In this study, we have developed a multi-scale hierarchy of biophysically detailed computational models for the human atria--the 3D virtual human atria. Primarily, diffusion tensor MRI reconstruction of the tissue geometry and fibre orientation in the human sinoatrial node (SAN) and surrounding atrial muscle was integrated into the 3D model of the whole atria dissected from the Visible Human dataset. The anatomical models were combined with the heterogeneous atrial action potential (AP) models, and used to simulate the AP conduction in the human atria under various conditions: SAN pacemaking and atrial activation in the normal rhythm, break-down of regular AP wave-fronts during rapid atrial pacing, and the genesis of multiple re-entrant wavelets characteristic of AF. Contributions of different properties of the tissue to mechanisms of the normal rhythm and arrhythmogenesis were investigated. Primarily, the simulations showed that tissue heterogeneity caused the break-down of the normal AP wave-fronts at rapid pacing rates, which initiated a pair of re-entrant spiral waves; and tissue anisotropy resulted in a further break-down of the spiral waves into multiple meandering wavelets characteristic of AF. The 3D virtual atria model itself was incorporated into the torso model to simulate the body surface ECG patterns in the normal and arrhythmic conditions. Therefore, a state-of-the-art computational platform has been developed, which can be used for studying multi

  4. Development and application of human virtual excitable tissues and organs: from premature birth to sudden cardiac death.

    PubMed

    Holden, Arun V

    2010-12-01

    The electrical activity of cardiac and uterine tissues has been reconstructed by detailed computer models in the form of virtual tissues. Virtual tissues are biophysically and anatomically detailed, and represent quantitatively predictive models of the physiological and pathophysiological behaviours of tissue within an isolated organ. The cell excitation properties are quantitatively reproduced by equations that describe the kinetics of a few dozen proteins. These equations are derived from experimental measurements of membrane potentials, ionic currents, fluxes, and concentrations. Some of the measurements were taken from human cells and human ion channel proteins expressed in non-human cells, but they were mostly taken from cells of other animal species. Data on tissue geometry and architecture are obtained from the diffusion tensor magnetic resonance imaging of ex vivo or post mortem tissue, and are used to compute the spread of current in the tissue. Cardiac virtual tissues are well established and reproduce normal and pathological patterns of cardiac excitation within the atria or ventricles of the human heart. They have been applied to increase the understanding of normal cardiac electrophysiology, to evaluate the candidate mechanisms for re-entrant arrhythmias that lead to sudden cardiac death, and to predict the tissue level effects of mutant or pharmacologically-modified ion channels. The human full-term virtual uterus is still in development. This virtual tissue reproduces the in vitro behaviour of uterine tissue biopsies, and provides possible mechanisms for premature labour.

  5. Harnessing the power of conversations with virtual humans to change health behaviors

    PubMed Central

    Adam, Cyrille; Serri, Deborah; Bleeker, Seth; Goldman, Ron

    2016-01-01

    Skillful, collaborative conversations are powerful tools to improve physical and mental health. Whether you are a parent talking with your child about the dangers of substance abuse, an educator concerned about a student’s signs of psychological distress, a veteran worried about a buddy who is contemplating suicide, or a healthcare professional wanting to better engage patients to increase treatment compliance, having the skill, confidence and motivation to engage in conversations can truly transform the health and well-being of those you interact with. Kognito develops role-play simulations that prepare individuals to effectively lead real-life conversations that measurably improve social, emotional, and physical health. The behavior change model that drives the simulations draws upon components of game mechanics, virtual human simulation technology and integrates evidence-based instructional design components as well as principles of social-cognitive theory and neuroscience such as motivational interviewing, emotional regulation, empathy and mindfulness. In the simulations, users or enter a risk-free practice environment and engage in a conversation with intelligent, fully animated, and emotionally responsive virtual characters that model human behavior. It is in practicing these conversations, and receiving feedback from a virtual coach, that users learn to better lead conversations in real life. Numerous longitudinal studies have shown that users who complete Kognito simulations demonstrate statistically significant and sustained increases in attitudinal variables that predict behavior change including preparedness, likelihood, and self-efficacy to better manage conversations. Pending the target population, each online or mobile simulation resulted in desired behavior changes ranging from increased referrals of students, patients or veterans in psychological distress to mental health support services, or increasing physician patient-centered communication or

  6. Harnessing the power of conversations with virtual humans to change health behaviors.

    PubMed

    Albright, Glenn; Adam, Cyrille; Serri, Deborah; Bleeker, Seth; Goldman, Ron

    2016-01-01

    Skillful, collaborative conversations are powerful tools to improve physical and mental health. Whether you are a parent talking with your child about the dangers of substance abuse, an educator concerned about a student's signs of psychological distress, a veteran worried about a buddy who is contemplating suicide, or a healthcare professional wanting to better engage patients to increase treatment compliance, having the skill, confidence and motivation to engage in conversations can truly transform the health and well-being of those you interact with. Kognito develops role-play simulations that prepare individuals to effectively lead real-life conversations that measurably improve social, emotional, and physical health. The behavior change model that drives the simulations draws upon components of game mechanics, virtual human simulation technology and integrates evidence-based instructional design components as well as principles of social-cognitive theory and neuroscience such as motivational interviewing, emotional regulation, empathy and mindfulness. In the simulations, users or enter a risk-free practice environment and engage in a conversation with intelligent, fully animated, and emotionally responsive virtual characters that model human behavior. It is in practicing these conversations, and receiving feedback from a virtual coach, that users learn to better lead conversations in real life. Numerous longitudinal studies have shown that users who complete Kognito simulations demonstrate statistically significant and sustained increases in attitudinal variables that predict behavior change including preparedness, likelihood, and self-efficacy to better manage conversations. Pending the target population, each online or mobile simulation resulted in desired behavior changes ranging from increased referrals of students, patients or veterans in psychological distress to mental health support services, or increasing physician patient-centered communication or

  7. Virtual Prototyping of a Lander for the Fast Transfer of Humans to Mars

    NASA Astrophysics Data System (ADS)

    Paton, M.; McSorley, A.

    This paper uses virtual prototyping as a technique to elucidate the challenging problem of landing humans on Mars. If no countermeasures are taken during the transit from Earth the capability of humans to perform effectively on the surface of Mars will be seriously compromised. Microgravity will cause atrophy of load bearing bones and muscles weakening the crew. New treatments and technologies together with a fast transfer to Mars could help mitigate these effects. A consequence of using fast interplanetary trajectories, however, is the high arrival speed at Mars and if aerocapture is used, high mechanical and heat loads on the lander. The high decelerations could be non-survivable for weakened crewmembers. It is therefore highly desirable to use a vehicle aeroshell that can reduce the g levels to a safe level. Aeroshell options in terms of g-levels were considered using computer simulations together with other mission requirements such as sufficient living space and good payload mass efficiency. The results were then used to choose an aeroshell for the lander. Some details of the lander, such as internal layout, aerodynamic control surfaces, location of rocket engines, were then further prototyped in virtual environments.

  8. The Water Suitcase of Migrants: Assessing Virtual Water Fluxes Associated to Human Migration.

    PubMed

    Metulini, Rodolfo; Tamea, Stefania; Laio, Francesco; Riccaboni, Massimo

    2016-01-01

    Disentangling the relations between human migrations and water resources is relevant for food security and trade policy in water-scarce countries. It is commonly believed that human migrations are beneficial to the water endowments of origin countries for reducing the pressure on local resources. We show here that such belief is over-simplistic. We reframe the problem by considering the international food trade and the corresponding virtual water fluxes, which quantify the water used for the production of traded agricultural commodities. By means of robust analytical tools, we show that migrants strengthen the commercial links between countries, triggering trade fluxes caused by food consumption habits persisting after migration. Thus migrants significantly increase the virtual water fluxes and the use of water in the countries of origin. The flux ascribable to each migrant, i.e. the "water suitcase", is found to have increased from 321 m3/y in 1990 to 1367 m3/y in 2010. A comparison with the water footprint of individuals shows that where the water suitcase exceeds the water footprint of inhabitants, migrations turn out to be detrimental to the water endowments of origin countries, challenging the common perception that migrations tend to relieve the pressure on the local (water) resources of origin countries.

  9. Virtual human technology: capturing sex, race, and age influences in individual pain decision policies.

    PubMed

    Hirsh, Adam T; Alqudah, Ashraf F; Stutts, Lauren A; Robinson, Michael E

    2008-11-15

    Pain assessment is subject to bias due to characteristics of the individual in pain and of the observing person. Few research studies have examined pain assessment biases in an experimental setting. This study employs innovative virtual human technology to achieve greater experimental control. A lens model design was used to capture decision-making policies at the idiographic and nomothetic level. Seventy-five undergraduates viewed virtual humans (VH) that varied in sex, race, age, and pain expression. Participants provided computerized ratings with Visual Analogue Scales on the VH's pain intensity, pain unpleasantness, negative mood, coping, and need for medical treatment. Idiographic analyses revealed that individuals used pain expression most frequently as a significant cue. Nomothetic analyses showed that higher pain expression VH and female VH were viewed as having higher pain intensity, higher pain unpleasantness, greater negative mood, worse coping, and a greater need to seek medical treatment than lower pain expression VH and male VH, respectively. Older VH were viewed as having worse coping and a greater need to seek medical treatment than younger VH. This innovative paradigm involving VH technology and a lens model design was shown to be highly effective and could serve as a model for future studies investigating pain-related decision making in healthcare providers.

  10. The Water Suitcase of Migrants: Assessing Virtual Water Fluxes Associated to Human Migration

    PubMed Central

    Metulini, Rodolfo; Tamea, Stefania; Laio, Francesco; Riccaboni, Massimo

    2016-01-01

    Disentangling the relations between human migrations and water resources is relevant for food security and trade policy in water-scarce countries. It is commonly believed that human migrations are beneficial to the water endowments of origin countries for reducing the pressure on local resources. We show here that such belief is over-simplistic. We reframe the problem by considering the international food trade and the corresponding virtual water fluxes, which quantify the water used for the production of traded agricultural commodities. By means of robust analytical tools, we show that migrants strengthen the commercial links between countries, triggering trade fluxes caused by food consumption habits persisting after migration. Thus migrants significantly increase the virtual water fluxes and the use of water in the countries of origin. The flux ascribable to each migrant, i.e. the “water suitcase”, is found to have increased from 321 m3/y in 1990 to 1367 m3/y in 2010. A comparison with the water footprint of individuals shows that where the water suitcase exceeds the water footprint of inhabitants, migrations turn out to be detrimental to the water endowments of origin countries, challenging the common perception that migrations tend to relieve the pressure on the local (water) resources of origin countries. PMID:27124488

  11. Virtual Reality for Artificial Intelligence: human-centered simulation for social science.

    PubMed

    Cipresso, Pietro; Riva, Giuseppe

    2015-01-01

    There is a long last tradition in Artificial Intelligence as use of Robots endowing human peculiarities, from a cognitive and emotional point of view, and not only in shape. Today Artificial Intelligence is more oriented to several form of collective intelligence, also building robot simulators (hardware or software) to deeply understand collective behaviors in human beings and society as a whole. Modeling has also been crucial in the social sciences, to understand how complex systems can arise from simple rules. However, while engineers' simulations can be performed in the physical world using robots, for social scientist this is impossible. For decades, researchers tried to improve simulations by endowing artificial agents with simple and complex rules that emulated human behavior also by using artificial intelligence (AI). To include human beings and their real intelligence within artificial societies is now the big challenge. We present an hybrid (human-artificial) platform where experiments can be performed by simulated artificial worlds in the following manner: 1) agents' behaviors are regulated by the behaviors shown in Virtual Reality involving real human beings exposed to specific situations to simulate, and 2) technology transfers these rules into the artificial world. These form a closed-loop of real behaviors inserted into artificial agents, which can be used to study real society.

  12. A fast quaternion-based orientation optimizer via virtual rotation for human motion tracking.

    PubMed

    Lee, Jung Keun; Park, Edward J

    2009-05-01

    For real-time ambulatory human motion tracking with low-cost inertial/magnetic sensors, a computationally efficient and robust algorithm for estimating orientation is critical. This paper presents a quaternion-based orientation optimizer for tracking human body motion, using triaxis rate gyro, accelerometer, and magnetometer signals. The proposed optimizer uses a Gauss-Newton (G-N) method for finding the best-fit quaternion. In order to decrease the computing time, the optimizer is formulated using a virtual rotation concept that allows very fast quaternion updates compared to the conventional G-N method. In addition, to guard against the effects of fast body motions and temporary ferromagnetic disturbances, a situational measurement vector selection procedure is adopted in conjunction with the G-N optimizer. The accuracy of orientation estimates is validated experimentally, using arm motion trials.

  13. eGY Education and Outreach: Creating a Virtual Educational Space that Pushes the Envelope for Connecting Teachers and Students to Data

    NASA Astrophysics Data System (ADS)

    Cobabe-Ammann, E.; Hardin, J.; Fox, P.

    2005-12-01

    The eGY Education and Outreach Program is developing an education portal that connects teachers around the world, in a well-defined way, to the virtual observatories and their data. Using Sakai as the course management platform and drawing on the OCW model, as well as content development models adapted from TERC's Earth Exploration Toolkit, the programming at the eGY portal would allow teachers to use the virtual observatories and its data in an educational context, with supporting materials and activities. Topics included in the eGY portal range from climate change to ocean sciences to the Sun-Earth connection to global seismology, with an emphasis on the intellectual themes that are the focus of other I*Y efforts. In addition, and perhaps as important, the portal will support virtual educational communities, both synchronously and asynchronously. The site will also support virtual seminars (on both science content and educational practices), multimedia assets for teachers, scientific talks, computer-based animations and interactives. Lastly, the eGY program also works with a variety of virtual observatories and other distributed data systems to develop a deeper understanding of the needs of the non-specialist users. The hallmark of the eGY educational program is the implementation of virtual teachers workshops for training high-school and junior college teachers around the world in the use of the portal and its assets. During 2007, as a lead into the eGY, a series of teacher workshops would be run in a virtual environment to an estimated 3000* teachers in over 20 countries. we anticipate that 50 pairs of master teachers in North America will be connected, point-to-point, to 150 to 200 international classrooms of teachers for the workshop. *Currently, in countries that have expressed interest in the program, requests for allotted teacher spots exceed expectation by an order of magnitude and this number is likely to increase.

  14. Socially anxious people reveal more personal information with virtual counselors that talk about themselves using intimate human back stories.

    PubMed

    Kang, Sin-Hwa; Gratch, Jonathan

    2012-01-01

    In this paper, we describe our findings from research designed to explore the effect of virtual human counselors' self-disclosure using intimate human back stories on real human clients' social responses in psychological counseling sessions. To investigate this subject, we designed an experiment involving two conditions of the counselors' self-disclosure: human back stories and computer back stories. We then measured socially anxious users' verbal self-disclosure. The results demonstrated that highly anxious users revealed personal information more than less anxious users when they interacted with virtual counselors who disclosed intimate information about themselves using human back stories. Furthermore, we found that greater inclination toward facilitated self-disclosure from highly anxious users following interaction with virtual counselors who employed human back stories rather than computer back stories. In addition, a further analysis of socially anxious users' feelings of rapport demonstrated that virtual counselors elicited more rapport with highly anxious users than less anxious users when interacting with counselors who employed human back stories. This outcome was not found in the users' interactions with counselors who employed computer back stories.

  15. Virtual seminars

    NASA Astrophysics Data System (ADS)

    Nelson, H. Roice

    1997-06-01

    A virtual seminar (SM) is an economic and effective instructional tool for teaching students who are at a distance from their instructor. Like conventional class room teaching, a virtual seminar requires an instructor, a student, and a method of communication. Teleconferencing, video conferencing, intranets and the Internet give learners in a Virtual Seminar the ability to interact immediately with their mentors and receive real and relevant answers. This paper shows how industry and academia can benefit from using methods developed and experience gained in presenting the first virtual seminars to academic and petroleum industry participants in mid-1996. The information explosion in industry means that business or technical information is worthless until it is assimilated into a corporate knowledge management system. A search for specific information often turns into a filtering exercise or an attempt to find patterns and classify retrieved material. In the setting of an interactive corporate information system, virtual seminars meet the need for a productive new relationship between creative people and the flux of corporate knowledge. Experience shows that it is more efficient to circulate timesensitive and confidential information electronically through a virtual seminar. Automating the classification of information and removing that task from the usual work load creates an electronic corporate memory and enhances the value of the knowledge to both users and a corporation. Catalogued benchmarks, best-practice standards, and Knowledge Maps (SM) of experience serve as key aids to communicating knowledge through virtual seminars and converting that knowledge into a profit-making asset.

  16. Virtual Satellite

    NASA Technical Reports Server (NTRS)

    Hammrs, Stephan R.

    2008-01-01

    Virtual Satellite (VirtualSat) is a computer program that creates an environment that facilitates the development, verification, and validation of flight software for a single spacecraft or for multiple spacecraft flying in formation. In this environment, enhanced functionality and autonomy of navigation, guidance, and control systems of a spacecraft are provided by a virtual satellite that is, a computational model that simulates the dynamic behavior of the spacecraft. Within this environment, it is possible to execute any associated software, the development of which could benefit from knowledge of, and possible interaction (typically, exchange of data) with, the virtual satellite. Examples of associated software include programs for simulating spacecraft power and thermal- management systems. This environment is independent of the flight hardware that will eventually host the flight software, making it possible to develop the software simultaneously with, or even before, the hardware is delivered. Optionally, by use of interfaces included in VirtualSat, hardware can be used instead of simulated. The flight software, coded in the C or C++ programming language, is compilable and loadable into VirtualSat without any special modifications. Thus, VirtualSat can serve as a relatively inexpensive software test-bed for development test, integration, and post-launch maintenance of spacecraft flight software.

  17. Micro and nanoparticle deposition in human nasal passage pre and post virtual maxillary sinus endoscopic surgery.

    PubMed

    Abouali, Omid; Keshavarzian, Erfan; Farhadi Ghalati, Pejman; Faramarzi, Abolhasan; Ahmadi, Goodarz; Bagheri, Mohammad Hadi

    2012-05-31

    Realistic 3-D models of the human nasal passages were developed pre and post virtual uncinectomy and Middle Meatal Antrostomy. A 3-D computational domain was constructed by a series of coronal CT scan images from a healthy subject. Then a virtual uncinectomy intervention and maxillary antrostomy were performed on the left nasal passage by removing the uncinate process and exposing the maxillary sinus antrum. For several breathing rates corresponding to low or moderate activities, the airflows in the nasal passages were simulated numerically pre and post virtual routine maxillary sinus endoscopic surgery. The airflow distribution in the nasal airway, maxillary and frontal sinuses were analyzed and compared between pre and post surgery cases. A Lagrangian trajectory analysis approach was used for evaluating the path and deposition of microparticles in the nasal passages and maxillary sinuses. A diffusion model was used for nanoparticle transport and deposition analysis. The deposition rate of the inhaled micro and nanoparticles in the sinuses were evaluated and compared for pre and post operation conditions. The results showed that after maxillary sinus endoscopic surgery, the inhaled nano and microparticles can easily enter this sinus due to penetration of the airflow into the sinus cavity. This was in contrast to the preoperative condition in which almost no particles entered the sinuses. These results could be of importance for a better understanding of the effect of sinus endoscopic surgery on patient exposure to particulate pollution and inhalation drug delivery. The significantly higher airflow rate and particle deposition in the sinus could be a reason for the discomfort reported by some patient after maxillary sinus endoscopic surgery. Copyright © 2012 Elsevier B.V. All rights reserved.

  18. Virtual Reference Services.

    ERIC Educational Resources Information Center

    Brewer, Sally

    2003-01-01

    As the need to access information increases, school librarians must create virtual libraries. Linked to reliable reference resources, the virtual library extends the physical collection and library hours and lets students learn to use Web-based resources in a protected learning environment. The growing number of virtual schools increases the need…

  19. Virtual Reference Services.

    ERIC Educational Resources Information Center

    Brewer, Sally

    2003-01-01

    As the need to access information increases, school librarians must create virtual libraries. Linked to reliable reference resources, the virtual library extends the physical collection and library hours and lets students learn to use Web-based resources in a protected learning environment. The growing number of virtual schools increases the need…

  20. Virtual Worlds for Virtual Organizing

    NASA Astrophysics Data System (ADS)

    Rhoten, Diana; Lutters, Wayne

    The members and resources of a virtual organization are dispersed across time and space, yet they function as a coherent entity through the use of technologies, networks, and alliances. As virtual organizations proliferate and become increasingly important in society, many may exploit the technical architecture s of virtual worlds, which are the confluence of computer-mediated communication, telepresence, and virtual reality originally created for gaming. A brief socio-technical history describes their early origins and the waves of progress followed by stasis that brought us to the current period of renewed enthusiasm. Examination of contemporary examples demonstrates how three genres of virtual worlds have enabled new arenas for virtual organizing: developer-defined closed worlds, user-modifiable quasi-open worlds, and user-generated open worlds. Among expected future trends are an increase in collaboration born virtually rather than imported from existing organizations, a tension between high-fidelity recreations of the physical world and hyper-stylized imaginations of fantasy worlds, and the growth of specialized worlds optimized for particular sectors, companies, or cultures.

  1. BrainK for Structural Image Processing: Creating Electrical Models of the Human Head.

    PubMed

    Li, Kai; Papademetris, Xenophon; Tucker, Don M

    2016-01-01

    BrainK is a set of automated procedures for characterizing the tissues of the human head from MRI, CT, and photogrammetry images. The tissue segmentation and cortical surface extraction support the primary goal of modeling the propagation of electrical currents through head tissues with a finite difference model (FDM) or finite element model (FEM) created from the BrainK geometries. The electrical head model is necessary for accurate source localization of dense array electroencephalographic (dEEG) measures from head surface electrodes. It is also necessary for accurate targeting of cerebral structures with transcranial current injection from those surface electrodes. BrainK must achieve five major tasks: image segmentation, registration of the MRI, CT, and sensor photogrammetry images, cortical surface reconstruction, dipole tessellation of the cortical surface, and Talairach transformation. We describe the approach to each task, and we compare the accuracies for the key tasks of tissue segmentation and cortical surface extraction in relation to existing research tools (FreeSurfer, FSL, SPM, and BrainVisa). BrainK achieves good accuracy with minimal or no user intervention, it deals well with poor quality MR images and tissue abnormalities, and it provides improved computational efficiency over existing research packages.

  2. Creating High-Resolution Multiscale Maps of Human Tissue Using Multi-beam SEM

    PubMed Central

    Hageman, Daniel J.; Garbowski, Tomasz; Riedesel, Christof; Knothe, Ulf; Zeidler, Dirk; Knothe Tate, Melissa L.

    2016-01-01

    Multi-beam scanning electron microscopy (mSEM) enables high-throughput, nano-resolution imaging of macroscopic tissue samples, providing an unprecedented means for structure-function characterization of biological tissues and their cellular inhabitants, seamlessly across multiple length scales. Here we describe computational methods to reconstruct and navigate a multitude of high-resolution mSEM images of the human hip. We calculated cross-correlation shift vectors between overlapping images and used a mass-spring-damper model for optimal global registration. We utilized the Google Maps API to create an interactive map and provide open access to our reconstructed mSEM datasets to both the public and scientific communities via our website www.mechbio.org. The nano- to macro-scale map reveals the tissue’s biological and material constituents. Living inhabitants of the hip bone (e.g. osteocytes) are visible in their local extracellular matrix milieu (comprising collagen and mineral) and embedded in bone’s structural tissue architecture, i.e. the osteonal structures in which layers of mineralized tissue are organized in lamellae around a central blood vessel. Multi-beam SEM and our presented methodology enable an unprecedented, comprehensive understanding of health and disease from the molecular to organ length scale. PMID:27870847

  3. BrainK for Structural Image Processing: Creating Electrical Models of the Human Head

    PubMed Central

    Li, Kai; Papademetris, Xenophon; Tucker, Don M.

    2016-01-01

    BrainK is a set of automated procedures for characterizing the tissues of the human head from MRI, CT, and photogrammetry images. The tissue segmentation and cortical surface extraction support the primary goal of modeling the propagation of electrical currents through head tissues with a finite difference model (FDM) or finite element model (FEM) created from the BrainK geometries. The electrical head model is necessary for accurate source localization of dense array electroencephalographic (dEEG) measures from head surface electrodes. It is also necessary for accurate targeting of cerebral structures with transcranial current injection from those surface electrodes. BrainK must achieve five major tasks: image segmentation, registration of the MRI, CT, and sensor photogrammetry images, cortical surface reconstruction, dipole tessellation of the cortical surface, and Talairach transformation. We describe the approach to each task, and we compare the accuracies for the key tasks of tissue segmentation and cortical surface extraction in relation to existing research tools (FreeSurfer, FSL, SPM, and BrainVisa). BrainK achieves good accuracy with minimal or no user intervention, it deals well with poor quality MR images and tissue abnormalities, and it provides improved computational efficiency over existing research packages. PMID:27293419

  4. Virtual head rotation reveals a process of route reconstruction from human vestibular signals.

    PubMed

    Day, Brian L; Fitzpatrick, Richard C

    2005-09-01

    The vestibular organs can feed perceptual processes that build a picture of our route as we move about in the world. However, raw vestibular signals do not define the path taken because, during travel, the head can undergo accelerations unrelated to the route and also be orientated in any direction to vary the signal. This study investigated the computational process by which the brain transforms raw vestibular signals for the purpose of route reconstruction. We electrically stimulated the vestibular nerves of human subjects to evoke a virtual head rotation fixed in skull co-ordinates and measure its perceptual effect. The virtual head rotation caused subjects to perceive an illusory whole-body rotation that was a cyclic function of head-pitch angle. They perceived whole-body yaw rotation in one direction with the head pitched forwards, the opposite direction with the head pitched backwards, and no rotation with the head in an intermediate position. A model based on vector operations and the anatomy and firing properties of semicircular canals precisely predicted these perceptions. In effect, a neural process computes the vector dot product between the craniocentric vestibular vector of head rotation and the gravitational unit vector. This computation yields the signal of body rotation in the horizontal plane that feeds our perception of the route travelled.

  5. Potent Human Telomerase Inhibitors: Molecular Dynamic Simulations, Multiple Pharmacophore-Based Virtual Screening, and Biochemical Assays.

    PubMed

    Shirgahi Talari, Faezeh; Bagherzadeh, Kowsar; Golestanian, Sahand; Jarstfer, Michael; Amanlou, Massoud

    2015-12-28

    Telomere maintenance is a universal cancer hallmark, and small molecules that disrupt telomere maintenance generally have anticancer properties. Since the vast majority of cancer cells utilize telomerase activity for telomere maintenance, the enzyme has been considered as an anticancer drug target. Recently, rational design of telomerase inhibitors was made possible by the determination of high resolution structures of the catalytic telomerase subunit from a beetle and subsequent molecular modeling of the human telomerase complex. A hybrid strategy including docking, pharmacophore-based virtual screening, and molecular dynamics simulations (MDS) were used to identify new human telomerase inhibitors. Docking methodology was applied to investigate the ssDNA telomeric sequence and two well-known human telomerase inhibitors' (BIBR1532 and MST-312) modes of interactions with hTERT TEN domain. Subsequently molecular dynamic simulations were performed to monitor and compare hTERT TEN domain, TEN-ssDNA, TEN-BIBR1532, TEN-MST-312, and TEN-ssDNA-BIBR1532 behavior in a dynamic environment. Pharmacophore models were generated considering the inhibitors manner in the TEN domain anchor site. These exploratory studies identified several new potent inhibitors whose IC50 values were generated experimentally in a low micromolar range with the aid of biochemical assays, including both the direct telomerase and the telomeric repeat amplification protocol (TRAP) assays. The results suggest that the current models of human telomerase are useful templates for rational inhibitor design.

  6. Interevent time distributions of human multi-level activity in a virtual world

    NASA Astrophysics Data System (ADS)

    Mryglod, O.; Fuchs, B.; Szell, M.; Holovatch, Yu.; Thurner, S.

    2015-02-01

    Studying human behavior in virtual environments provides extraordinary opportunities for a quantitative analysis of social phenomena with levels of accuracy that approach those of the natural sciences. In this paper we use records of player activities in the massive multiplayer online game Pardus over 1238 consecutive days, and analyze dynamical features of sequences of actions of players. We build on previous work where temporal structures of human actions of the same type were quantified, and provide an empirical understanding of human actions of different types. This study of multi-level human activity can be seen as a dynamic counterpart of static multiplex network analysis. We show that the interevent time distributions of actions in the Pardus universe follow highly non-trivial distribution functions, from which we extract action-type specific characteristic 'decay constants'. We discuss characteristic features of interevent time distributions, including periodic patterns on different time scales, bursty dynamics, and various functional forms on different time scales. We comment on gender differences of players in emotional actions, and find that while males and females act similarly when performing some positive actions, females are slightly faster for negative actions. We also observe effects on the age of players: more experienced players are generally faster in making decisions about engaging in and terminating enmity and friendship, respectively.

  7. 3D virtual human atria: A computational platform for studying clinical atrial fibrillation

    PubMed Central

    Aslanidi, Oleg V; Colman, Michael A; Stott, Jonathan; Dobrzynski, Halina; Boyett, Mark R; Holden, Arun V; Zhang, Henggui

    2011-01-01

    Despite a vast amount of experimental and clinical data on the underlying ionic, cellular and tissue substrates, the mechanisms of common atrial arrhythmias (such as atrial fibrillation, AF) arising from the functional interactions at the whole atria level remain unclear. Computational modelling provides a quantitative framework for integrating such multi-scale data and understanding the arrhythmogenic behaviour that emerges from the collective spatio-temporal dynamics in all parts of the heart. In this study, we have developed a multi-scale hierarchy of biophysically detailed computational models for the human atria – 3D virtual human atria. Primarily, diffusion tensor MRI reconstruction of the tissue geometry and fibre orientation in the human sinoatrial node (SAN) and surrounding atrial muscle was integrated into the 3D model of the whole atria dissected from the Visible Human dataset. The anatomical models were combined with the heterogeneous atrial action potential (AP) models, and used to simulate the AP conduction in the human atria under various conditions: SAN pacemaking and atrial activation in the normal rhythm, break-down of regular AP wave-fronts during rapid atrial pacing, and the genesis of multiple re-entrant wavelets characteristic of AF. Contributions of different properties of the tissue to the mechanisms of the normal rhythm and AF arrhythmogenesis are investigated and discussed. The 3D model of the atria itself was incorporated into the torso model to simulate the body surface ECG patterns in the normal and arrhythmic conditions. Therefore, a state-of-the-art computational platform has been developed, which can be used for studying multi-scale electrical phenomena during atrial conduction and arrhythmogenesis. Results of such simulations can be directly compared with experimental electrophysiological and endocardial mapping data, as well as clinical ECG recordings. More importantly, the virtual human atria can provide validated means for

  8. Creating state of the art, next-generation Virtual Reality exposure therapies for anxiety disorders using consumer hardware platforms: design considerations and future directions.

    PubMed

    Lindner, Philip; Miloff, Alexander; Hamilton, William; Reuterskiöld, Lena; Andersson, Gerhard; Powers, Mark B; Carlbring, Per

    2017-03-08

    Decades of research and more than 20 randomized controlled trials show that Virtual Reality exposure therapy (VRET) is effective in reducing fear and anxiety. Unfortunately, few providers or patients have had access to the costly and technical equipment previously required. Recent technological advances in the form of consumer Virtual Reality (VR) systems (e.g. Oculus Rift and Samsung Gear), however, now make widespread use of VRET in clinical settings and as self-help applications possible. In this literature review, we detail the current state of VR technology and discuss important therapeutic considerations in designing self-help and clinician-led VRETs, such as platform choice, exposure progression design, inhibitory learning strategies, stimuli tailoring, gamification, virtual social learning and more. We illustrate how these therapeutic components can be incorporated and utilized in VRET applications, taking full advantage of the unique capabilities of virtual environments, and showcase some of these features by describing the development of a consumer-ready, gamified self-help VRET application for low-cost commercially available VR hardware. We also raise and discuss challenges in the planning, development, evaluation, and dissemination of VRET applications, including the need for more high-quality research. We conclude by discussing how new technology (e.g. eye-tracking) can be incorporated into future VRETs and how widespread use of VRET self-help applications will enable collection of naturalistic "Big Data" that promises to inform learning theory and behavioral therapy in general.

  9. Audited credential delegation: a usable security solution for the virtual physiological human toolkit.

    PubMed

    Haidar, Ali N; Zasada, Stefan J; Coveney, Peter V; Abdallah, Ali E; Beckles, Bruce; Jones, Mike A S

    2011-06-06

    We present applications of audited credential delegation (ACD), a usable security solution for authentication, authorization and auditing in distributed virtual physiological human (VPH) project environments that removes the use of digital certificates from end-users' experience. Current security solutions are based on public key infrastructure (PKI). While PKI offers strong security for VPH projects, it suffers from serious usability shortcomings in terms of end-user acquisition and management of credentials which deter scientists from exploiting distributed VPH environments. By contrast, ACD supports the use of local credentials. Currently, a local ACD username-password combination can be used to access grid-based resources while Shibboleth support is underway. Moreover, ACD provides seamless and secure access to shared patient data, tools and infrastructure, thus supporting the provision of personalized medicine for patients, scientists and clinicians participating in e-health projects from a local to the widest international scale.

  10. The impact of social context on learning and cognitive demands for interactive virtual human simulations.

    PubMed

    Lyons, Rebecca; Johnson, Teresa R; Khalil, Mohammed K; Cendán, Juan C

    2014-01-01

    Interactive virtual human (IVH) simulations offer a novel method for training skills involving person-to-person interactions. This article examines the effectiveness of an IVH simulation for teaching medical students to assess rare cranial nerve abnormalities in both individual and small-group learning contexts. Individual (n = 26) and small-group (n = 30) interaction with the IVH system was manipulated to examine the influence on learning, learner engagement, perceived cognitive demands of the learning task, and instructional efficiency. Results suggested the IVH activity was an equally effective and engaging instructional tool in both learning structures, despite learners in the group learning contexts having to share hands-on access to the simulation interface. Participants in both conditions demonstrated a significant increase in declarative knowledge post-training. Operation of the IVH simulation technology imposed moderate cognitive demand but did not exceed the demands of the task content or appear to impede learning.

  11. The impact of social context on learning and cognitive demands for interactive virtual human simulations

    PubMed Central

    Lyons, Rebecca; Johnson, Teresa R.; Khalil, Mohammed K.

    2014-01-01

    Interactive virtual human (IVH) simulations offer a novel method for training skills involving person-to-person interactions. This article examines the effectiveness of an IVH simulation for teaching medical students to assess rare cranial nerve abnormalities in both individual and small-group learning contexts. Individual (n = 26) and small-group (n = 30) interaction with the IVH system was manipulated to examine the influence on learning, learner engagement, perceived cognitive demands of the learning task, and instructional efficiency. Results suggested the IVH activity was an equally effective and engaging instructional tool in both learning structures, despite learners in the group learning contexts having to share hands-on access to the simulation interface. Participants in both conditions demonstrated a significant increase in declarative knowledge post-training. Operation of the IVH simulation technology imposed moderate cognitive demand but did not exceed the demands of the task content or appear to impede learning. PMID:24883241

  12. A vision and strategy for the virtual physiological human in 2010 and beyond

    PubMed Central

    Hunter, Peter; Coveney, Peter V.; de Bono, Bernard; Diaz, Vanessa; Fenner, John; Frangi, Alejandro F.; Harris, Peter; Hose, Rod; Kohl, Peter; Lawford, Pat; McCormack, Keith; Mendes, Miriam; Omholt, Stig; Quarteroni, Alfio; Skår, John; Tegner, Jesper; Randall Thomas, S.; Tollis, Ioannis; Tsamardinos, Ioannis; van Beek, Johannes H. G. M.; Viceconti, Marco

    2010-01-01

    European funding under framework 7 (FP7) for the virtual physiological human (VPH) project has been in place now for nearly 2 years. The VPH network of excellence (NoE) is helping in the development of common standards, open-source software, freely accessible data and model repositories, and various training and dissemination activities for the project. It is also helping to coordinate the many clinically targeted projects that have been funded under the FP7 calls. An initial vision for the VPH was defined by framework 6 strategy for a European physiome (STEP) project in 2006. It is now time to assess the accomplishments of the last 2 years and update the STEP vision for the VPH. We consider the biomedical science, healthcare and information and communications technology challenges facing the project and we propose the VPH Institute as a means of sustaining the vision of VPH beyond the time frame of the NoE. PMID:20439264

  13. A vision and strategy for the virtual physiological human in 2010 and beyond.

    PubMed

    Hunter, Peter; Coveney, Peter V; de Bono, Bernard; Diaz, Vanessa; Fenner, John; Frangi, Alejandro F; Harris, Peter; Hose, Rod; Kohl, Peter; Lawford, Pat; McCormack, Keith; Mendes, Miriam; Omholt, Stig; Quarteroni, Alfio; Skår, John; Tegner, Jesper; Randall Thomas, S; Tollis, Ioannis; Tsamardinos, Ioannis; van Beek, Johannes H G M; Viceconti, Marco

    2010-06-13

    European funding under framework 7 (FP7) for the virtual physiological human (VPH) project has been in place now for nearly 2 years. The VPH network of excellence (NoE) is helping in the development of common standards, open-source software, freely accessible data and model repositories, and various training and dissemination activities for the project. It is also helping to coordinate the many clinically targeted projects that have been funded under the FP7 calls. An initial vision for the VPH was defined by framework 6 strategy for a European physiome (STEP) project in 2006. It is now time to assess the accomplishments of the last 2 years and update the STEP vision for the VPH. We consider the biomedical science, healthcare and information and communications technology challenges facing the project and we propose the VPH Institute as a means of sustaining the vision of VPH beyond the time frame of the NoE.

  14. Audited credential delegation: a usable security solution for the virtual physiological human toolkit

    PubMed Central

    Haidar, Ali N.; Zasada, Stefan J.; Coveney, Peter V.; Abdallah, Ali E.; Beckles, Bruce; Jones, Mike A. S.

    2011-01-01

    We present applications of audited credential delegation (ACD), a usable security solution for authentication, authorization and auditing in distributed virtual physiological human (VPH) project environments that removes the use of digital certificates from end-users' experience. Current security solutions are based on public key infrastructure (PKI). While PKI offers strong security for VPH projects, it suffers from serious usability shortcomings in terms of end-user acquisition and management of credentials which deter scientists from exploiting distributed VPH environments. By contrast, ACD supports the use of local credentials. Currently, a local ACD username–password combination can be used to access grid-based resources while Shibboleth support is underway. Moreover, ACD provides seamless and secure access to shared patient data, tools and infrastructure, thus supporting the provision of personalized medicine for patients, scientists and clinicians participating in e-health projects from a local to the widest international scale. PMID:22670214

  15. [ABILITY OF STAPHYLOCOCCUS OF VARIOUS STRAINS TO CREATE BIOFILMS AND THEIR EFFECT ON HUMAN BODY CELLS].

    PubMed

    Kornienko, M A; Kopyltsov, V N; Shevlyagina, N V; Didenko, L V; Lyubasovskaya, L A; Priputnevich, T V; Ilina, E N

    2016-01-01

    The urgency of the staphylococcus research is due to its ability to cause severe infections: softtissue infections, endocarditis, sepsis, toxic shock syndrome, and food poisoning. Coagulase-positive Staphylococcus aureus is the main infection agent of intrahospital infections. This agent has many factors of pathogenicity, which are well known. Among the coagulase-negative staphylococcus (CNS) strains, S. haemolyticus and S. epidermidis are clinically important, because they cause infections in patients with weak immune system. The mechanisms of the CNS pathogenicity are insufficiently understood. The goal of this work was to evaluate the potential pathogenicity of clinical strains of CNS from their capacity to create biofilms and the character of their interaction with human body cells by the example of the HT-29 cell culture. The research was carried out in laboratory strain S. aureus ATCC 29213 and clinical strains S. haemolyticus SH39, S. epidermidis SE36-1 isolated from the neonatal autopsy materials. The visual tests of biofilm formation by each strain and testing of the impact of the strains on the cell culture HT-29 was carried out in this work. The two species of CNS form biofilms at a higher rate than S. aureus. Upon incubation for 2 h of HT-29 cells with staphylococcus strains tested in this work, adhesion of bacteria on cell surface was observed. The adhesion was most pronounced in case of S. aureus ATCC 29213 and S. haemolyticus SH39. Upon 3 h of incubation with S. aureus ATCC 29213 and S. haemolyticus SH39, destruction of cell HT-29 monolayer was observed. The incubation for 24 h with the 3 strains tested in this work caused complete destruction of cell HT-29 monolayer. The maximal toxic effect on HT-29 cells was inherent in the strain S. haemolyticus SH39. The aggregate of the results obtained in this work indicates the presence of the pathogenicity factors in the strains S. haemolyticus SH39, which require additional research.

  16. Virtual Reality Anatomy: Is It Comparable with Traditional Methods in the Teaching of Human Forearm Musculoskeletal Anatomy?

    ERIC Educational Resources Information Center

    Codd, Anthony M.; Choudhury, Bipasha

    2011-01-01

    The use of cadavers to teach anatomy is well established, but limitations with this approach have led to the introduction of alternative teaching methods. One such method is the use of three-dimensional virtual reality computer models. An interactive, three-dimensional computer model of human forearm anterior compartment musculoskeletal anatomy…

  17. Quantitative and Qualitative Changes in Teaching Histology by Means of Virtual Microscopy in an Introductory Course in Human Anatomy

    ERIC Educational Resources Information Center

    Husmann, Polly R.; O'Loughlin, Valerie Dean; Braun, Mark W.

    2009-01-01

    This study compares overall laboratory averages and individual test scores along with a student survey to determine the effects of using virtual microscopy in place of optical microscopes in a large undergraduate human anatomy course. T-tests revealed that the first two laboratory examinations (of four) and the overall laboratory averages were…

  18. Design of an efficient framework for fast prototyping of customized human-computer interfaces and virtual environments for rehabilitation.

    PubMed

    Avola, Danilo; Spezialetti, Matteo; Placidi, Giuseppe

    2013-06-01

    Rehabilitation is often required after stroke, surgery, or degenerative diseases. It has to be specific for each patient and can be easily calibrated if assisted by human-computer interfaces and virtual reality. Recognition and tracking of different human body landmarks represent the basic features for the design of the next generation of human-computer interfaces. The most advanced systems for capturing human gestures are focused on vision-based techniques which, on the one hand, may require compromises from real-time and spatial precision and, on the other hand, ensure natural interaction experience. The integration of vision-based interfaces with thematic virtual environments encourages the development of novel applications and services regarding rehabilitation activities. The algorithmic processes involved during gesture recognition activity, as well as the characteristics of the virtual environments, can be developed with different levels of accuracy. This paper describes the architectural aspects of a framework supporting real-time vision-based gesture recognition and virtual environments for fast prototyping of customized exercises for rehabilitation purposes. The goal is to provide the therapist with a tool for fast implementation and modification of specific rehabilitation exercises for specific patients, during functional recovery. Pilot examples of designed applications and preliminary system evaluation are reported and discussed. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  19. On the Development of Human Representational Competence from an Evolutionary Point of View: From Episodic to Virtual Culture.

    ERIC Educational Resources Information Center

    Kaput, James J.

    Via computational media, humans are entering a fifth stage of cognitive development leading to a virtual culture. This culture is seen as replacing the writing-based theoretic culture. Background information about the first four stages of mental evolution or cognitive development is provided. It is suggested that the evolutionary perspective needs…

  20. Virtual Reality Anatomy: Is It Comparable with Traditional Methods in the Teaching of Human Forearm Musculoskeletal Anatomy?

    ERIC Educational Resources Information Center

    Codd, Anthony M.; Choudhury, Bipasha

    2011-01-01

    The use of cadavers to teach anatomy is well established, but limitations with this approach have led to the introduction of alternative teaching methods. One such method is the use of three-dimensional virtual reality computer models. An interactive, three-dimensional computer model of human forearm anterior compartment musculoskeletal anatomy…

  1. Quantitative and Qualitative Changes in Teaching Histology by Means of Virtual Microscopy in an Introductory Course in Human Anatomy

    ERIC Educational Resources Information Center

    Husmann, Polly R.; O'Loughlin, Valerie Dean; Braun, Mark W.

    2009-01-01

    This study compares overall laboratory averages and individual test scores along with a student survey to determine the effects of using virtual microscopy in place of optical microscopes in a large undergraduate human anatomy course. T-tests revealed that the first two laboratory examinations (of four) and the overall laboratory averages were…

  2. Information use by humans during dynamic route choice in virtual crowd evacuations

    PubMed Central

    Bode, Nikolai W. F.; Kemloh Wagoum, Armel U.; Codling, Edward A.

    2015-01-01

    We conducted a computer-based experiment with over 450 human participants and used a Bayesian model selection approach to explore dynamic exit route choice mechanisms of individuals in simulated crowd evacuations. In contrast to previous work, we explicitly explore the use of time-dependent and time-independent information in decision-making. Our findings suggest that participants tended to base their exit choices on time-dependent information, such as differences in queue lengths and queue speeds at exits rather than on time-independent information, such as differences in exit widths or exit route length. We found weak support for similar decision-making mechanisms under a stress-inducing experimental treatment. However, under this treatment participants were less able or willing to adjust their original exit choice in the course of the evacuation. Our experiment is not a direct test of behaviour in real evacuations, but it does highlight the role different types of information and stress play in real human decision-making in a virtual environment. Our findings may be useful in identifying topics for future study on real human crowd movements or for developing more realistic agent-based simulations. PMID:26064589

  3. Automatic Behavior Analysis During a Clinical Interview with a Virtual Human.

    PubMed

    Rizzo, Albert; Lucas, Gale; Gratch, Jonathan; Stratou, Giota; Morency, Louis-Philippe; Chavez, Kenneth; Shilling, Russ; Scherer, Stefan

    2016-01-01

    SimSensei is a Virtual Human (VH) interviewing platform that uses off-the-shelf sensors (i.e., webcams, Microsoft Kinect and a microphone) to capture and interpret real-time audiovisual behavioral signals from users interacting with the VH system. The system was specifically designed for clinical interviewing and health care support by providing a face-to-face interaction between a user and a VH that can automatically react to the inferred state of the user through analysis of behavioral signals gleaned from the user's facial expressions, body gestures and vocal parameters. Akin to how non-verbal behavioral signals have an impact on human-to-human interaction and communication, SimSensei aims to capture and infer user state from signals generated from user non-verbal communication to improve engagement between a VH and a user and to quantify user state from the data captured across a 20 minute interview. Results from of sample of service members (SMs) who were interviewed before and after a deployment to Afghanistan indicate that SMs reveal more PTSD symptoms to the VH than they report on the Post Deployment Health Assessment. Pre/Post deployment facial expression analysis indicated more sad expressions and few happy expressions at post deployment.

  4. Ambient clumsiness in virtual environments

    NASA Astrophysics Data System (ADS)

    Ruzanka, Silvia; Behar, Katherine

    2010-01-01

    A fundamental pursuit of Virtual Reality is the experience of a seamless connection between the user's body and actions within the simulation. Virtual worlds often mediate the relationship between the physical and virtual body through creating an idealized representation of the self in an idealized space. This paper argues that the very ubiquity of the medium of virtual environments, such as the massively popular Second Life, has now made them mundane, and that idealized representations are no longer appropriate. In our artwork we introduce the attribute of clumsiness to Second Life by creating and distributing scripts that cause users' avatars to exhibit unpredictable stumbling, tripping, and momentary poor coordination, thus subtly and unexpectedly intervening with, rather than amplifying, a user's intent. These behaviors are publicly distributed, and manifest only occasionally - rather than intentional, conscious actions, they are involuntary and ambient. We suggest that the physical human body is itself an imperfect interface, and that the continued blurring of distinctions between the physical body and virtual representations calls for the introduction of these mundane, clumsy elements.

  5. Rat model of cholelithiasis with human gallstones implanted in cholestasis-induced virtual gallbladder

    PubMed Central

    Cona, Marlein Miranda; Liu, Yewei; Yin, Ting; Feng, Yuanbo; Chen, Feng; Mulier, Stefaan; Li, Yue; Zhang, Jian; Oyen, Raymond; Ni, Yicheng

    2016-01-01

    AIM: To facilitate translational research on cholelithiasis, we have developed a rat model of human gallstones by exploiting the unique biliopancreatic features of this species. METHODS: Under anesthesia, 16 adult rats of equal genders underwent two times of abdominal surgery. First, their common bile duct (CBD) was ligated to cause cholestasis by total biliary obstruction (TBO). On day 0, 1, 3, 7, 14, 21 and 28 after TBO, magnetic resonance imaging (MRI) was conducted to monitor the dilatation of the CBD, and blood was sampled to analyze total serum bilirubin (TSB). Secondly, on day 30, the abdomen was re-opened and gallstone(s) collected from human patients were implanted in the dilated CBD as a virtual gallbladder (VGB), which was closed by suture ligation. This rat cholelithiasis model was examined by MRI, clinical observation, microcholangiography and histology. RESULTS: All rats survived two laparotomies. After ligation, the CBD was dilated to a stable size of 4 to 30 mm in diameter on day 21-28, which became a VGB. The rats initially showed signs of jaundice that diminished over time, which paralleled with the evolving TSB levels from 0.6 ± 0.3 mg/dL before ligation, through a peak of 10.9 ± 1.9 mg/dL on day 14, until a nearly normalized value after day 28. The dilated CBD with thickened wall allowed an incision for implantation of human gallstones of 1-10 mm in diameter. The rat cholelithiasis was proven by in vivo MRI and postmortem microcholangiography and histomorphology. CONCLUSION: A rat model cholelithiasis with human gallstones has been established, which proves feasible, safe, reliable, nontoxic and cost-effective. Given the gallstones of human origin, applications of this model may be of help in translational research such as optical detection and lysis of gallstones by systemic drug administration. PMID:27376020

  6. Rat model of cholelithiasis with human gallstones implanted in cholestasis-induced virtual gallbladder.

    PubMed

    Cona, Marlein Miranda; Liu, Yewei; Yin, Ting; Feng, Yuanbo; Chen, Feng; Mulier, Stefaan; Li, Yue; Zhang, Jian; Oyen, Raymond; Ni, Yicheng

    2016-06-26

    To facilitate translational research on cholelithiasis, we have developed a rat model of human gallstones by exploiting the unique biliopancreatic features of this species. Under anesthesia, 16 adult rats of equal genders underwent two times of abdominal surgery. First, their common bile duct (CBD) was ligated to cause cholestasis by total biliary obstruction (TBO). On day 0, 1, 3, 7, 14, 21 and 28 after TBO, magnetic resonance imaging (MRI) was conducted to monitor the dilatation of the CBD, and blood was sampled to analyze total serum bilirubin (TSB). Secondly, on day 30, the abdomen was re-opened and gallstone(s) collected from human patients were implanted in the dilated CBD as a virtual gallbladder (VGB), which was closed by suture ligation. This rat cholelithiasis model was examined by MRI, clinical observation, microcholangiography and histology. All rats survived two laparotomies. After ligation, the CBD was dilated to a stable size of 4 to 30 mm in diameter on day 21-28, which became a VGB. The rats initially showed signs of jaundice that diminished over time, which paralleled with the evolving TSB levels from 0.6 ± 0.3 mg/dL before ligation, through a peak of 10.9 ± 1.9 mg/dL on day 14, until a nearly normalized value after day 28. The dilated CBD with thickened wall allowed an incision for implantation of human gallstones of 1-10 mm in diameter. The rat cholelithiasis was proven by in vivo MRI and postmortem microcholangiography and histomorphology. A rat model cholelithiasis with human gallstones has been established, which proves feasible, safe, reliable, nontoxic and cost-effective. Given the gallstones of human origin, applications of this model may be of help in translational research such as optical detection and lysis of gallstones by systemic drug administration.

  7. Extinction in multiple virtual reality contexts diminishes fear reinstatement in humans.

    PubMed

    Dunsmoor, Joseph E; Ahs, Fredrik; Zielinski, David J; LaBar, Kevin S

    2014-09-01

    Although conditioned fear can be effectively extinguished by unreinforced exposure to a threat cue, fear responses tend to return when the cue is encountered some time after extinction (spontaneous recovery), in a novel environment (renewal), or following presentation of an aversive stimulus (reinstatement). As extinction represents a context-dependent form of new learning, one possible strategy to circumvent the return of fear is to conduct extinction across several environments. Here, we tested the effectiveness of multiple context extinction in a two-day fear conditioning experiment using 3-D virtual reality technology to create immersive, ecologically-valid context changes. Fear-potentiated startle served as the dependent measure. All three experimental groups initially acquired fear in a single context. A multiple extinction group then underwent extinction in three contexts, while a second group underwent extinction in the acquisition context and a third group underwent extinction in a single different context. All groups returned 24h later to test for return of fear in the extinction context (spontaneous recovery) and a novel context (renewal and reinstatement/test). Extinction in multiple contexts attenuated reinstatement of fear but did not reduce spontaneous recovery. Results from fear renewal were tendential. Our findings suggest that multi-context extinction can reduce fear relapse following an aversive event--an event that often induces return of fear in real-world settings--and provides empirical support for conducting exposure-based clinical treatments across a variety of environments.

  8. Discovery of highly selective inhibitors of human fatty acid binding protein 4 (FABP4) by virtual screening.

    PubMed

    Cai, Haiyan; Yan, Guirui; Zhang, Xiaodong; Gorbenko, Olena; Wang, Heyao; Zhu, Weiliang

    2010-06-15

    In this study, a series of small molecule inhibitors of human FABP4 were identified through virtual screening. Compound 1 is the most potent hit against FABP4 with a selectivity of more than 144-fold preferences over human FABP3. In addition, MD simulation and mutation studies revealed key residues for inhibitory potency and selectivity, which provides a guideline for further drug design against obesity, diabetes and atherosclerosis.

  9. Human factors optimization of virtual environment attributes for a space telerobotic control station

    NASA Astrophysics Data System (ADS)

    Lane, Jason Corde

    2000-10-01

    Remote control of underwater vehicles and other robotic systems has, up until now, proved to be a challenging task for the human operator. With technology advancements in computers and displays, computer interfaces can be used to alleviate the workload on the operator. This research introduces the concept of a commanded display, which is a graphical simulation that shows the commands sent to the actual system in real-time. The primary goal of this research was to show a commanded display as an alternative to the traditional predictive display for reducing the effects of time delay. Several experiments were used to investigate how subjects compensated for time delay under a variety of conditions while controlling a 7-degree of freedom robotic manipulator. Results indicate that time delay increased completion time linearly; this linear relationship occurred even at different manipulator speeds, varying levels of error, and when using a commanded display. The commanded display alleviated the majority of time delay effects, up to 91% reduction. The commanded display also facilitated more accurate control, reducing the number of inadvertent impacts to the task worksite, even when compared to no time delay. Even with a moderate error between the commanded and actual displays, the commanded display was still a useful tool for mitigating time delay. The way subjects controlled the manipulator with the input device was tracked and their control strategies were extracted. A correlation between the subjects' use of the input device and their task completion time was determined. The importance of stereo vision and head tracking was examined and shown to improve a subject's depth perception within a virtual environment. Reports of simulator sickness induced by display equipment, including a head mounted display and LCD shutter glasses, were compared. The results of the above testing were used to develop an effective virtual environment control station to control a multi

  10. Not My Problem: Vicarious Conflict Adaptation with Human and Virtual Co-actors

    PubMed Central

    Spapé, Michiel M.; Ravaja, Niklas

    2016-01-01

    The Simon effect refers to an incompatibility between stimulus and response locations resulting in a conflict situation and, consequently, slower responses. Like other conflict effects, it is commonly reduced after repetitions, suggesting an executive control ability, which flexibly rewires cognitive processing and adapts to conflict. Interestingly, conflict is not necessarily individually defined: the Social Simon effect refers to a scenario where two people who share a task show a conflict effect where a single person does not. Recent studies showed these observations might converge into what could be called vicarious conflict adaptation, with evidence indicating that observing someone else's conflict may subsequently reduce one's own. While plausible, there is reason for doubt: both the social aspect of the Simon Effect, and the degree to which executive control accounts for the conflict adaptation effect, have become foci of debate in recent studies. Here, we present two experiments that were designed to test the social dimension of the effect by varying the social relationship between the actor and the co-actor. In Experiment 1, participants performed a conflict task with a virtual co-actor, while the actor-observer relationship was manipulated as a function of the similarity between response modalities. In Experiment 2, the same task was performed both with a virtual and with a human co-actor, while heart-rate measurements were taken to measure the impact of observed conflict on autonomous activity. While both experiments replicated the interpersonal conflict adaptation effects, neither showed evidence of the critical social dimension. We consider the findings as demonstrating that vicarious conflict adaptation does not rely on the social relationship between the actor and co-actor. PMID:27199839

  11. Hippocampal Volume Reduction in Humans Predicts Impaired Allocentric Spatial Memory in Virtual-Reality Navigation

    PubMed Central

    Dzieciol, Anna M.; Gadian, David G.; Jentschke, Sebastian; Doeller, Christian F.; Burgess, Neil; Mishkin, Mortimer

    2015-01-01

    The extent to which navigational spatial memory depends on hippocampal integrity in humans is not well documented. We investigated allocentric spatial recall using a virtual environment in a group of patients with severe hippocampal damage (SHD), a group of patients with “moderate” hippocampal damage (MHD), and a normal control group. Through four learning blocks with feedback, participants learned the target locations of four different objects in a circular arena. Distal cues were present throughout the experiment to provide orientation. A circular boundary as well as an intra-arena landmark provided spatial reference frames. During a subsequent test phase, recall of all four objects was tested with only the boundary or the landmark being present. Patients with SHD were impaired in both phases of this task. Across groups, performance on both types of spatial recall was highly correlated with memory quotient (MQ), but not with intelligence quotient (IQ), age, or sex. However, both measures of spatial recall separated experimental groups beyond what would be expected based on MQ, a widely used measure of general memory function. Boundary-based and landmark-based spatial recall were both strongly related to bilateral hippocampal volumes, but not to volumes of the thalamus, putamen, pallidum, nucleus accumbens, or caudate nucleus. The results show that boundary-based and landmark-based allocentric spatial recall are similarly impaired in patients with SHD, that both types of recall are impaired beyond that predicted by MQ, and that recall deficits are best explained by a reduction in bilateral hippocampal volumes. SIGNIFICANCE STATEMENT In humans, bilateral hippocampal atrophy can lead to profound impairments in episodic memory. Across species, perhaps the most well-established contribution of the hippocampus to memory is not to episodic memory generally but to allocentric spatial memory. However, the extent to which navigational spatial memory depends on

  12. Hippocampal Volume Reduction in Humans Predicts Impaired Allocentric Spatial Memory in Virtual-Reality Navigation.

    PubMed

    Guderian, Sebastian; Dzieciol, Anna M; Gadian, David G; Jentschke, Sebastian; Doeller, Christian F; Burgess, Neil; Mishkin, Mortimer; Vargha-Khadem, Faraneh

    2015-10-21

    The extent to which navigational spatial memory depends on hippocampal integrity in humans is not well documented. We investigated allocentric spatial recall using a virtual environment in a group of patients with severe hippocampal damage (SHD), a group of patients with "moderate" hippocampal damage (MHD), and a normal control group. Through four learning blocks with feedback, participants learned the target locations of four different objects in a circular arena. Distal cues were present throughout the experiment to provide orientation. A circular boundary as well as an intra-arena landmark provided spatial reference frames. During a subsequent test phase, recall of all four objects was tested with only the boundary or the landmark being present. Patients with SHD were impaired in both phases of this task. Across groups, performance on both types of spatial recall was highly correlated with memory quotient (MQ), but not with intelligence quotient (IQ), age, or sex. However, both measures of spatial recall separated experimental groups beyond what would be expected based on MQ, a widely used measure of general memory function. Boundary-based and landmark-based spatial recall were both strongly related to bilateral hippocampal volumes, but not to volumes of the thalamus, putamen, pallidum, nucleus accumbens, or caudate nucleus. The results show that boundary-based and landmark-based allocentric spatial recall are similarly impaired in patients with SHD, that both types of recall are impaired beyond that predicted by MQ, and that recall deficits are best explained by a reduction in bilateral hippocampal volumes. In humans, bilateral hippocampal atrophy can lead to profound impairments in episodic memory. Across species, perhaps the most well-established contribution of the hippocampus to memory is not to episodic memory generally but to allocentric spatial memory. However, the extent to which navigational spatial memory depends on hippocampal integrity in humans is

  13. Virtual Goods Recommendations in Virtual Worlds

    PubMed Central

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods. PMID:25834837

  14. Virtual goods recommendations in virtual worlds.

    PubMed

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.

  15. The virtual morphology and the main movements of the human neck simulations used for car crash studies

    NASA Astrophysics Data System (ADS)

    Ciunel, St.; Tica, B.

    2016-08-01

    The paper presents the studies made on a similar biomechanical system composed by neck, head and thorax bones. The models were defined in a CAD environment which includes Adams algorithm for dynamic simulations. The virtual models and the entire morphology were obtained starting with CT images made on a living human subject. The main movements analyzed were: axial rotation (left-right), lateral bending (left-right) and flexion- extension movement. After simulation was obtained the entire biomechanical behavior based on data tables or diagrams. That virtual model composed by neck and head can be included in complex system (as a car system) and supposed to several impact simulations (virtual crash tests). Also, our research team built main components of a testing device for dummy car crash neck-head system using anatomical data.

  16. Smart Sensors and Virtual Physiology Human Approach as a Basis of Personalized Therapies in Diabetes Mellitus

    PubMed Central

    Fernández Peruchena, Carlos M; Prado-Velasco, Manuel

    2010-01-01

    Diabetes mellitus (DM) has a growing incidence and prevalence in modern societies, pushed by the aging and change of life styles. Despite the huge resources dedicated to improve their quality of life, mortality and morbidity rates, these are still very poor. In this work, DM pathology is revised from clinical and metabolic points of view, as well as mathematical models related to DM, with the aim of justifying an evolution of DM therapies towards the correction of the physiological metabolic loops involved. We analyze the reliability of mathematical models, under the perspective of virtual physiological human (VPH) initiatives, for generating and integrating customized knowledge about patients, which is needed for that evolution. Wearable smart sensors play a key role in this frame, as they provide patient’s information to the models. A telehealthcare computational architecture based on distributed smart sensors (first processing layer) and personalized physiological mathematical models integrated in Human Physiological Images (HPI) computational components (second processing layer), is presented. This technology was designed for a renal disease telehealthcare in earlier works and promotes crossroads between smart sensors and the VPH initiative. We suggest that it is able to support a truly personalized, preventive, and predictive healthcare model for the delivery of evolved DM therapies. PMID:21625646

  17. Smart sensors and virtual physiology human approach as a basis of personalized therapies in diabetes mellitus.

    PubMed

    Fernández Peruchena, Carlos M; Prado-Velasco, Manuel

    2010-01-01

    Diabetes mellitus (DM) has a growing incidence and prevalence in modern societies, pushed by the aging and change of life styles. Despite the huge resources dedicated to improve their quality of life, mortality and morbidity rates, these are still very poor. In this work, DM pathology is revised from clinical and metabolic points of view, as well as mathematical models related to DM, with the aim of justifying an evolution of DM therapies towards the correction of the physiological metabolic loops involved. We analyze the reliability of mathematical models, under the perspective of virtual physiological human (VPH) initiatives, for generating and integrating customized knowledge about patients, which is needed for that evolution. Wearable smart sensors play a key role in this frame, as they provide patient's information to the models.A telehealthcare computational architecture based on distributed smart sensors (first processing layer) and personalized physiological mathematical models integrated in Human Physiological Images (HPI) computational components (second processing layer), is presented. This technology was designed for a renal disease telehealthcare in earlier works and promotes crossroads between smart sensors and the VPH initiative. We suggest that it is able to support a truly personalized, preventive, and predictive healthcare model for the delivery of evolved DM therapies.

  18. Inducing any virtual two-dimensional movement in humans by applying muscle tendon vibration.

    PubMed

    Roll, Jean-Pierre; Albert, Frédéric; Thyrion, Chloé; Ribot-Ciscar, Edith; Bergenheim, Mikael; Mattei, Benjamin

    2009-02-01

    In humans, tendon vibration evokes illusory sensation of movement. We developed a model mimicking the muscle afferent patterns corresponding to any two-dimensional movement and checked its validity by inducing writing illusory movements through specific sets of muscle vibrators. Three kinds of illusory movements were compared. The first was induced by vibration patterns copying the responses of muscle spindle afferents previously recorded by microneurography during imposed ankle movements. The two others were generated by the model. Sixteen different vibratory patterns were applied to 20 motionless volunteers in the absence of vision. After each vibration sequence, the participants were asked to name the corresponding graphic symbol and then to reproduce the illusory movement perceived. Results showed that the afferent patterns generated by the model were very similar to those recorded microneurographically during actual ankle movements (r=0.82). The model was also very efficient for generating afferent response patterns at the wrist level, if the preferred sensory directions of the wrist muscle groups were first specified. Using recorded and modeled proprioceptive patterns to pilot sets of vibrators placed at the ankle or wrist levels evoked similar illusory movements, which were correctly identified by the participants in three quarters of the trials. Our proprioceptive model, based on neurosensory data recorded in behaving humans, should then be a useful tool in fields of research such as sensorimotor learning, rehabilitation, and virtual reality.

  19. Body Image and Anti-Fat Attitudes: An Experimental Study Using a Haptic Virtual Reality Environment to Replicate Human Touch.

    PubMed

    Tremblay, Line; Roy-Vaillancourt, Mélina; Chebbi, Brahim; Bouchard, Stéphane; Daoust, Michael; Dénommée, Jessica; Thorpe, Moriah

    2016-02-01

    It is well documented that anti-fat attitudes influence the interactions individuals have with overweight people. However, testing attitudes through self-report measures is challenging. In the present study, we explore the use of a haptic virtual reality environment to physically interact with overweight virtual human (VH). We verify the hypothesis that duration and strength of virtual touch vary according to the characteristics of VH in ways similar to those encountered from interaction with real people in anti-fat attitude studies. A group of 61 participants were randomly assigned to one of the experimental conditions involving giving a virtual hug to a female or a male VH of either normal or overweight. We found significant associations between body image satisfaction and anti-fat attitudes and sex differences on these measures. We also found a significant interaction effect of the sex of the participants, sex of the VH, and the body size of the VH. Female participants hugged longer the overweight female VH than overweight male VH. Male participants hugged longer the normal-weight VH than the overweight VH. We conclude that virtual touch is a promising method of measuring attitudes, emotion and social interactions.

  20. The Virtual Tablet: Virtual Reality as a Control System

    NASA Technical Reports Server (NTRS)

    Chronister, Andrew

    2016-01-01

    In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of

  1. Eye-movement study and human performance using telepathology virtual slides: implications for medical education and differences with experience.

    PubMed

    Krupinski, Elizabeth A; Tillack, Allison A; Richter, Lynne; Henderson, Jeffrey T; Bhattacharyya, Achyut K; Scott, Katherine M; Graham, Anna R; Descour, Michael R; Davis, John R; Weinstein, Ronald S

    2006-12-01

    A core skill in diagnostic pathology is light microscopy. Remarkably little is known about human factors that affect the proficiency of pathologists as light microscopists. The cognitive skills of pathologists have received relatively little attention in comparison with the large literature on human performance studies in radiology. One reason for this lack of formal visual search studies in pathology has been the physical restrictions imposed by the close positioning of a microscope operator's head to the microscope's eyepieces. This blocks access to the operator's eyes and precludes assessment of the microscopist's eye movements. Virtual slide microscopy now removes this barrier and opens the door for studies on human factors and visual search strategies in light microscopy. The aim of this study was to assess eye movements of medical students, pathology residents, and practicing pathologists examining virtual slides on a digital display monitor. Whole histopathology glass slide digital images, so-called virtual slides, of 20 consecutive breast core biopsy cases were used in a retrospective study. These high-quality virtual slides were produced with an array-microscope equipped DMetrix DX-40 ultrarapid virtual slide processor (DMetrix, Tucson, Ariz). Using an eye-tracking device, we demonstrated for the first time that when a virtual slide reader initially looks at a virtual slide his or her eyes are very quickly attracted to regions of interest (ROIs) within the slide and that these ROIs are likely to contain diagnostic information. In a matter of seconds, critical decisions are made on the selection of ROIs for further examination at higher magnification. We recorded: (1) the time virtual slide readers spent fixating on self-selected locations on the video monitor; (2) the characteristics of the ways the eyes jumped between fixation locations; and (3) x and y coordinates for each virtual slide marking the sites the virtual slide readers manually selected for

  2. Virtual Specimens

    NASA Astrophysics Data System (ADS)

    de Paor, D. G.

    2009-12-01

    Virtual Field Trips have been around almost as long as the Worldwide Web itself yet virtual explorers do not generally return to their desktops with folders full of virtual hand specimens. Collection of real specimens on fields trips for later analysis in the lab (or at least in the pub) has been an important part of classical field geoscience education and research for generations but concern for the landscape and for preservation of key outcrops from wanton destruction has lead to many restrictions. One of the author’s favorite outcrops was recently vandalized presumably by a geologist who felt the need to bash some of the world’s most spectacular buckle folds with a rock sledge. It is not surprising, therefore, that geologists sometimes leave fragile localities out of field trip itineraries. Once analyzed, most specimens repose in drawers or bins, never to be seen again. Some end up in teaching collections but recent pedagogical research shows that undergraduate students have difficulty relating specimens both to their collection location and ultimate provenance in the lithosphere. Virtual specimens can be created using 3D modeling software and imported into virtual globes such as Google Earth (GE) where, they may be linked to virtual field trip stops or restored to their source localities on the paleo-globe. Sensitive localities may be protected by placemark approximation. The GE application program interface (API) has a distinct advantage over the stand-alone GE application when it comes to viewing and manipulating virtual specimens. When instances of the virtual globe are embedded in web pages using the GE plug-in, Collada models of specimens can be manipulated with javascript controls residing in the enclosing HTML, permitting specimens to be magnified, rotated in 3D, and sliced. Associated analytical data may be linked into javascript and localities for comparison at various points on the globe referenced by ‘fetching’ KML. Virtual specimens open up

  3. Virtual impact: visualizing the potential effects of cosmic impact in human history

    SciTech Connect

    Masse, W Bruce; Janecky, David R; Forte, Maurizio; Barrientos, Gustavo

    2009-01-01

    Current models indicate that catastrophic impacts by asteroids and comets capable of killing more than one quarter of Earth's human population have occurred on average once every million years; smaller impacts, such the 1908 Tunguska impact that leveled more than 2,000 square km of Siberian forest, occur every 200-300 years. Therefore, cosmic impact likely significantly affected hominine evolution and conceivably played a role in Holocene period human culture history. Regrettably, few archaeologists are trained to appreciate the nature and potential effects of cosmic impact. We have developed a conceptual model for an extensible set of educational and research tools based on virtual reality collaborative environments to engage archaeologists and the general public on the topic of the role of cosmic impact in human history. Our initial focus is on two documented asteroid impacts in Argentina during the period of 4000 to 1000 B.C. Campo del Cicio resulted in an energy release of around 2-3 megatons (100-150 times the Hiroshima atomic weapon), and left several craters and a strewn field covering 493 km{sup 2} in northeastern Argentina. Rio Cuarto was likely more than 1000 megatons and may have devastated an area greater than 50,000 km{sup 2} in central Argentina. We are focusing on reconstructions of these events and their potential effects on contemporary hunter and gatherers. Our vinual reality tools also introduce interactive variables (e.g., impactor physical properties, climate, vegetation, topography, and social complexity) to allow researchers and students to better investigate and evaluate the factors that significantly influence cosmic impact effects.

  4. A Virtual Infection Model Quantifies Innate Effector Mechanisms and Candida albicans Immune Escape in Human Blood

    PubMed Central

    Bieber, Kristin; Martin, Ronny; Figge, Marc Thilo; Kurzai, Oliver

    2014-01-01

    Candida albicans bloodstream infection is increasingly frequent and can result in disseminated candidiasis associated with high mortality rates. To analyze the innate immune response against C. albicans, fungal cells were added to human whole-blood samples. After inoculation, C. albicans started to filament and predominantly associate with neutrophils, whereas only a minority of fungal cells became attached to monocytes. While many parameters of host-pathogen interaction were accessible to direct experimental quantification in the whole-blood infection assay, others were not. To overcome these limitations, we generated a virtual infection model that allowed detailed and quantitative predictions on the dynamics of host-pathogen interaction. Experimental time-resolved data were simulated using a state-based modeling approach combined with the Monte Carlo method of simulated annealing to obtain quantitative predictions on a priori unknown transition rates and to identify the main axis of antifungal immunity. Results clearly demonstrated a predominant role of neutrophils, mediated by phagocytosis and intracellular killing as well as the release of antifungal effector molecules upon activation, resulting in extracellular fungicidal activity. Both mechanisms together account for almost of C. albicans killing, clearly proving that beside being present in larger numbers than other leukocytes, neutrophils functionally dominate the immune response against C. albicans in human blood. A fraction of C. albicans cells escaped phagocytosis and remained extracellular and viable for up to four hours. This immune escape was independent of filamentation and fungal activity and not linked to exhaustion or inactivation of innate immune cells. The occurrence of C. albicans cells being resistant against phagocytosis may account for the high proportion of dissemination in C. albicans bloodstream infection. Taken together, iterative experiment–model–experiment cycles allowed

  5. [Conceptual assumptions to create a system for preparation of healthcare human resources in Ukraine].

    PubMed

    Грузєва, Тетяна С; Пельо, Ігор М; Сміянов, Владислав А; Галієнко, Людмила І

    , significant levels of morbidity and mortality due to noncommunicable and infectious diseases and insufficient implementation of the preventive principles in health care. In the ranking of countries in WHO European region, Ukraine occupies first place in terms of AIDS, tuberculosis. Standardized mortality rates from all diseases in Ukraine are twice higher than in EU countries, in the working age able population - in 2.5 times, due to infectious diseases - in 2.8 times, blood circulation system diseases. - in 3.5 times. An adequate response to modern challenges and threats to population health is the study and development of public health service. The draft of its Concept was created by an international interdisciplinary group of experts. Providing the public health service with human resources requires the development and implementation of training programs for public health specialists. The analysis of curricula of training of specialists at universities in Europe and the world helped to identify the institutional features of training, duration and content of training programs. As a rule, the bachelor's programs include 180-240 credits and continue for 6-8 semesters. Master's programs on the base on the undergraduate programs include from 90 to 120 credits and last for 3-6 semesters. Professional training is completed performing the master's work. Postgraduate study lasts 3-4 years and includes training and scientific research, after which research work is awarded the degree of doctor of philosophy. The content of the curriculum has a considerable variability, but provides for the mandatory study of biostatistics, epidemiology, environmental health, policy and health care management; social and psychological Sciences, social determinants and inequities in health, and interagency teamwork, medical technology, the basic operational functions of public health, concepts of mental health, health promotion, management in public health, carrying out research. the need for the

  6. The Transformation of Ms. Corazon: Creating Humanizing Spaces for Mexican Immigrant Students in Secondary ESL Classrooms

    ERIC Educational Resources Information Center

    Salazar, Maria del Carmen; Franquiz, Maria E.

    2008-01-01

    This article explores the journey of one English as a Second Language (ESL) teacher who held rigid boundaries that negatively impacted the academic resiliency of her Mexican immigrant students. As she transformed her pedagogical orientation, she created permeability in her curricular practices. With the elements of "respeto" (respect), "confianza"…

  7. The Transformation of Ms. Corazon: Creating Humanizing Spaces for Mexican Immigrant Students in Secondary ESL Classrooms

    ERIC Educational Resources Information Center

    Salazar, Maria del Carmen; Franquiz, Maria E.

    2008-01-01

    This article explores the journey of one English as a Second Language (ESL) teacher who held rigid boundaries that negatively impacted the academic resiliency of her Mexican immigrant students. As she transformed her pedagogical orientation, she created permeability in her curricular practices. With the elements of "respeto" (respect), "confianza"…

  8. Creating Cooperation: How States Develop Human Capital in Europe. Cornell Studies in Political Economy.

    ERIC Educational Resources Information Center

    Culpepper, Pepper D.

    This book looks at ways European governments can create changes in institutions that will foster cooperation among states, focusing on company investment in general skills and using data from France and Germany. Chapter one provides a general description of the challenges governments face in developing policies to change company-level vocational…

  9. Harnessing gene conversion in chicken B cells to create a human antibody sequence repertoire.

    PubMed

    Schusser, Benjamin; Yi, Henry; Collarini, Ellen J; Izquierdo, Shelley Mettler; Harriman, William D; Etches, Robert J; Leighton, Philip A

    2013-01-01

    Transgenic chickens expressing human sequence antibodies would be a powerful tool to access human targets and epitopes that have been intractable in mammalian hosts because of tolerance to conserved proteins. To foster the development of the chicken platform, it is beneficial to validate transgene constructs using a rapid, cell culture-based method prior to generating fully transgenic birds. We describe a method for the expression of human immunoglobulin variable regions in the chicken DT40 B cell line and the further diversification of these genes by gene conversion. Chicken VL and VH loci were knocked out in DT40 cells and replaced with human VK and VH genes. To achieve gene conversion of human genes in chicken B cells, synthetic human pseudogene arrays were inserted upstream of the functional human VK and VH regions. Proper expression of chimeric IgM comprised of human variable regions and chicken constant regions is shown. Most importantly, sequencing of DT40 genetic variants confirmed that the human pseudogene arrays contributed to the generation of diversity through gene conversion at both the Igl and Igh loci. These data show that engineered pseudogene arrays produce a diverse pool of human antibody sequences in chicken B cells, and suggest that these constructs will express a functional repertoire of chimeric antibodies in transgenic chickens.

  10. Harnessing Gene Conversion in Chicken B Cells to Create a Human Antibody Sequence Repertoire

    PubMed Central

    Schusser, Benjamin; Yi, Henry; Collarini, Ellen J.; Izquierdo, Shelley Mettler; Harriman, William D.; Etches, Robert J.; Leighton, Philip A.

    2013-01-01

    Transgenic chickens expressing human sequence antibodies would be a powerful tool to access human targets and epitopes that have been intractable in mammalian hosts because of tolerance to conserved proteins. To foster the development of the chicken platform, it is beneficial to validate transgene constructs using a rapid, cell culture-based method prior to generating fully transgenic birds. We describe a method for the expression of human immunoglobulin variable regions in the chicken DT40 B cell line and the further diversification of these genes by gene conversion. Chicken VL and VH loci were knocked out in DT40 cells and replaced with human VK and VH genes. To achieve gene conversion of human genes in chicken B cells, synthetic human pseudogene arrays were inserted upstream of the functional human VK and VH regions. Proper expression of chimeric IgM comprised of human variable regions and chicken constant regions is shown. Most importantly, sequencing of DT40 genetic variants confirmed that the human pseudogene arrays contributed to the generation of diversity through gene conversion at both the Igl and Igh loci. These data show that engineered pseudogene arrays produce a diverse pool of human antibody sequences in chicken B cells, and suggest that these constructs will express a functional repertoire of chimeric antibodies in transgenic chickens. PMID:24278246

  11. Virtually There.

    ERIC Educational Resources Information Center

    Lanier, Jaron

    2001-01-01

    Describes tele-immersion, a new medium for human interaction enabled by digital technologies. It combines the display and interaction techniques of virtual reality with new vision technologies that transcend the traditional limitations of a camera. Tele-immersion stations observe people as moving sculptures without favoring a single point of view.…

  12. Virtually There.

    ERIC Educational Resources Information Center

    Lanier, Jaron

    2001-01-01

    Describes tele-immersion, a new medium for human interaction enabled by digital technologies. It combines the display and interaction techniques of virtual reality with new vision technologies that transcend the traditional limitations of a camera. Tele-immersion stations observe people as moving sculptures without favoring a single point of view.…

  13. Sounds of silence: How to animate virtual worlds with sound

    NASA Technical Reports Server (NTRS)

    Astheimer, Peter

    1993-01-01

    Sounds are an integral and sometimes annoying part of our daily life. Virtual worlds which imitate natural environments gain a lot of authenticity from fast, high quality visualization combined with sound effects. Sounds help to increase the degree of immersion for human dwellers in imaginary worlds significantly. The virtual reality toolkit of IGD (Institute for Computer Graphics) features a broad range of standard visual and advanced real-time audio components which interpret an object-oriented definition of the scene. The virtual reality system 'Virtual Design' realized with the toolkit enables the designer of virtual worlds to create a true audiovisual environment. Several examples on video demonstrate the usage of the audio features in Virtual Design.

  14. Human responses to multiple sources of directional information in virtual crowd evacuations

    PubMed Central

    Bode, Nikolai W. F.; Kemloh Wagoum, Armel U.; Codling, Edward A.

    2014-01-01

    The evacuation of crowds from buildings or vehicles is one example that highlights the importance of understanding how individual-level interactions and decision-making combine and lead to the overall behaviour of crowds. In particular, to make evacuations safer, we need to understand how individuals make movement decisions in crowds. Here, we present an evacuation experiment with over 500 participants testing individual behaviour in an interactive virtual environment. Participants had to choose between different exit routes under the influence of three different types of directional information: static information (signs), dynamic information (movement of simulated crowd) and memorized information, as well as the combined effect of these different sources of directional information. In contrast to signs, crowd movement and memorized information did not have a significant effect on human exit route choice in isolation. However, when we combined the latter two treatments with additional directly conflicting sources of directional information, for example signs, they showed a clear effect by reducing the number of participants that followed the opposing directional information. This suggests that the signals participants observe more closely in isolation do not simply overrule alternative sources of directional information. Age and gender did not consistently explain differences in behaviour in our experiments. PMID:24258157

  15. Human responses to multiple sources of directional information in virtual crowd evacuations.

    PubMed

    Bode, Nikolai W F; Kemloh Wagoum, Armel U; Codling, Edward A

    2014-02-06

    The evacuation of crowds from buildings or vehicles is one example that highlights the importance of understanding how individual-level interactions and decision-making combine and lead to the overall behaviour of crowds. In particular, to make evacuations safer, we need to understand how individuals make movement decisions in crowds. Here, we present an evacuation experiment with over 500 participants testing individual behaviour in an interactive virtual environment. Participants had to choose between different exit routes under the influence of three different types of directional information: static information (signs), dynamic information (movement of simulated crowd) and memorized information, as well as the combined effect of these different sources of directional information. In contrast to signs, crowd movement and memorized information did not have a significant effect on human exit route choice in isolation. However, when we combined the latter two treatments with additional directly conflicting sources of directional information, for example signs, they showed a clear effect by reducing the number of participants that followed the opposing directional information. This suggests that the signals participants observe more closely in isolation do not simply overrule alternative sources of directional information. Age and gender did not consistently explain differences in behaviour in our experiments.

  16. Discovery of diverse human dihydroorotate dehydrogenase inhibitors as immunosuppressive agents by structure-based virtual screening.

    PubMed

    Diao, Yanyan; Lu, Weiqiang; Jin, Huangtao; Zhu, Junsheng; Han, Le; Xu, Minghao; Gao, Rui; Shen, Xu; Zhao, Zhenjiang; Liu, Xiaofeng; Xu, Yufang; Huang, Jin; Li, Honglin

    2012-10-11

    This study applied an efficient virtual screening strategy integrating molecular docking with MM-GBSA rescoring to identify diverse human dihydroorotate dehydrogenase (hDHODH) inhibitors. Eighteen compounds with IC(50) values ranging from 0.11 to 18.8 μM were identified as novel hDHODH inhibitors that exhibited overall species-selectivity over Plasmodium falciparum dihydroorotate dehydrogenase (pfDHODH). Compound 8, the most potent one, showed low micromolar inhibitory activity against hDHODH with an IC(50) value of 0.11 μM. Moreover, lipopolysaccharide-induced B-cell assay and mixed lymphocyte reaction assay revealed that most of the hits showed potent antiproliferative activity against B and T cells, which demonstrates their potential application as immunosuppressive agents. In particular, compound 18 exhibited potent B-cell inhibitory activity (IC(50) = 1.78 μM) and presents a B-cell-specific profile with 17- and 26-fold selectivities toward T and Jurkat cells, respectively.

  17. Place and response learning in human virtual navigation: behavioral measures and gender differences.

    PubMed

    Schmitzer-Torbert, Neil

    2007-04-01

    Two experiments examined the use of place and response strategies by humans navigating virtual multiple T mazes. In Experiment 1, probe trials revealed that participants commonly used place and response strategies, and place strategies were more frequent early in training, whereas response strategies were more frequent late in training. Compared with women, men learned the correct path through the maze more quickly and developed a more stable route through the maze. In Experiment 2, participants were trained to locate 2 targets. One target required participants to use either a place or response strategy, whereas the other target could be found using either strategy. Accuracy improved faster for place training compared with response training, and women outperformed men in both groups. Probe trials testing transfer of the imposed strategy to the other target found faster transfer for place training than for response training and that women demonstrated faster transfer than men. Accuracy on probe trials was correlated with poor route stability in the place-trained group and with good route stability in the response-trained group, indicating that navigation strategy use may be related to measures of improvement in performance on normal trials.

  18. Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360° Panoramas, and Virtual Reality.

    PubMed

    Higuera-Trujillo, Juan Luis; López-Tarruella Maldonado, Juan; Llinares Millán, Carmen

    2017-11-01

    Psychological research into human factors frequently uses simulations to study the relationship between human behaviour and the environment. Their validity depends on their similarity with the physical environments. This paper aims to validate three environmental-simulation display formats: photographs, 360° panoramas, and virtual reality. To do this we compared the psychological and physiological responses evoked by simulated environments set-ups to those from a physical environment setup; we also assessed the users' sense of presence. Analysis show that 360° panoramas offer the closest to reality results according to the participants' psychological responses, and virtual reality according to the physiological responses. Correlations between the feeling of presence and physiological and other psychological responses were also observed. These results may be of interest to researchers using environmental-simulation technologies currently available in order to replicate the experience of physical environments. Copyright © 2017 Elsevier Ltd. All rights reserved.

  19. Automating addiction treatment: enhancing the human experience and creating a fix for the future.

    PubMed

    Gustafson, David H; Palesh, Tara E; Picard, Rosalind W; Plsek, Paul E; Maher, Lynne; Capoccia, Victor A

    2005-01-01

    The country's system of providing treatment for people struggling with addiction requires a fundamental overhaul. To address these daunting problems, a group of experts from outside the addiction field met in an intensive retreat and envisioned a new future for addiction treatment that would use the latest available technology. Retreat leaders employed creative techniques to help free up thinking beyond incremental improvement ideas. Current and former addicts or alcoholics and family members also attended the retreat to provide the panelists with a real-world understanding of their lives. Through this process, the panelists generated eight idea categories that visualized future treatments for addiction using technology. They were: (1) Integrated System and Record; (2) Monitoring/Treatment; (3) Virtual Experiences; (4) Treatment Access and "One Stop Shop"; (5) Networks; (6) Tailored Media Campaigns; (7) Diagnostic Tools; and (8) Help for Family. Two stories illustrate how these ideas could help a heroin addict and an alcoholic. The sponsors plan another meeting to bring these visionary concepts closer to real application.

  20. Creating human organs in chimaera pigs: an ethical source of immunocompatible organs?

    PubMed

    Shaw, David; Dondorp, Wybo; Geijsen, Niels; de Wert, Guido

    2015-12-01

    New techniques in regenerative medicine may soon enable the creation of human organs inside animals using induced pluripotent stem cells. This technology has the potential to solve the organ scarcity problem by providing a limitless source of personalised organs for transplantation, but also raises several ethical issues, particularly concerning animal welfare, the 'human features' problem and human dignity. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  1. Quantitative and qualitative changes in teaching histology by means of virtual microscopy in an introductory course in human anatomy.

    PubMed

    Husmann, Polly R; O'Loughlin, Valerie Dean; Braun, Mark W

    2009-10-01

    This study compares overall laboratory averages and individual test scores along with a student survey to determine the effects of using virtual microscopy in place of optical microscopes in a large undergraduate human anatomy course. T-tests revealed that the first two laboratory examinations (of four) and the overall laboratory averages were significantly increased compared with the previous year. We hypothesize that this is due to students' ability to use and understand the technology quickly as opposed to learning how to maneuver an optical microscope. Students also responded positively in a survey about the virtual microscope, indicating that increased accessibility, ease of use, and the ability to understand the material were important components of the virtual microscope. In addition, an increase in student collaboration was noted because multiple students were able to view the image at a time. This level of acceptance of virtual microscopy has been reported in previous studies, though this level of increased examination scores is rare. We attribute this to differences between the medical students, with whom this technology has been researched in the past, and undergraduate introductory students.

  2. Heightened potency of human pluripotent stem cell lines created by transient BMP4 exposure.

    PubMed

    Yang, Ying; Adachi, Katsuyuki; Sheridan, Megan A; Alexenko, Andrei P; Schust, Danny J; Schulz, Laura C; Ezashi, Toshihiko; Roberts, R Michael

    2015-05-05

    Human pluripotent stem cells (PSCs) show epiblast-type pluripotency that is maintained with ACTIVIN/FGF2 signaling. Here, we report the acquisition of a unique stem cell phenotype by both human ES cells (hESCs) and induced pluripotent stem cells (iPSCs) in response to transient (24-36 h) exposure to bone morphogenetic protein 4 (BMP4) plus inhibitors of ACTIVIN signaling (A83-01) and FGF2 (PD173074), followed by trypsin dissociation and recovery of colonies capable of growing on a gelatin substratum in standard medium for human PSCs at low but not high FGF2 concentrations. The self-renewing cell lines stain weakly for CDX2 and strongly for NANOG, can be propagated clonally on either Matrigel or gelatin, and are morphologically distinct from human PSC progenitors on either substratum but still meet standard in vitro criteria for pluripotency. They form well-differentiated teratomas in immune-compromised mice that secrete human chorionic gonadotropin (hCG) into the host mouse and include small areas of trophoblast-like cells. The cells have a distinct transcriptome profile from the human PSCs from which they were derived (including higher expression of NANOG, LEFTY1, and LEFTY2). In nonconditioned medium lacking FGF2, the colonies spontaneously differentiated along multiple lineages, including trophoblast. They responded to PD173074 in the absence of both FGF2 and BMP4 by conversion to trophoblast, and especially syncytiotrophoblast, whereas an A83-01/PD173074 combination favored increased expression of HLA-G, a marker of extravillous trophoblast. Together, these data suggest that the cell lines exhibit totipotent potential and that BMP4 can prime human PSCs to a self-renewing alternative state permissive for trophoblast development. The results may have implications for regulation of lineage decisions in the early embryo.

  3. A Virtual Good Idea

    ERIC Educational Resources Information Center

    Bolch, Matt

    2009-01-01

    School districts across the country have always had to do more with less. Funding goes only so far, leaving administrators and IT staff to find innovative ways to save money while maintaining a high level of academic quality. Creating virtual servers accomplishes both tasks, district technology personnel say. Virtual environments not only allow…

  4. A Virtual Good Idea

    ERIC Educational Resources Information Center

    Bolch, Matt

    2009-01-01

    School districts across the country have always had to do more with less. Funding goes only so far, leaving administrators and IT staff to find innovative ways to save money while maintaining a high level of academic quality. Creating virtual servers accomplishes both tasks, district technology personnel say. Virtual environments not only allow…

  5. The Role of Administrative Record Linkage in Creating Trajectories of Early Human Development

    PubMed Central

    Hertzman, Clyde

    2011-01-01

    Early childhood development (ECD) is a significant social determinant of health. Monitoring ECD to reveal trends and patterns of development requires high-quality information on a population from infancy through adulthood. This study linked data from the Early Development Instrument (EDI), administered in senior kindergarten, with data from the Foundation Skills Assessment (FSA), graduation status and SES to show that Vancouver schools with poor FSA results also had high proportions of children with low EDI and SES scores. Linking EDI data to data on pregnancy, birth, medical history, hospital care and success in school would enable the creation of normative EDC trajectories for all children. A person-specific, anonymized, population-based record linkage system is an indispensable prerequisite for creating and monitoring developmental trajectories. PMID:24933373

  6. The role of administrative record linkage in creating trajectories of early human development.

    PubMed

    Hertzman, Clyde

    2011-01-01

    Early childhood development (ECD) is a significant social determinant of health. Monitoring ECD to reveal trends and patterns of development requires high-quality information on a population from infancy through adulthood. This study linked data from the Early Development Instrument (EDI), administered in senior kindergarten, with data from the Foundation Skills Assessment (FSA), graduation status and SES to show that Vancouver schools with poor FSA results also had high proportions of children with low EDI and SES scores. Linking EDI data to data on pregnancy, birth, medical history, hospital care and success in school would enable the creation of normative EDC trajectories for all children. A person-specific, anonymized, population-based record linkage system is an indispensable prerequisite for creating and monitoring developmental trajectories. Copyright © 2011 Longwoods Publishing.

  7. Policies to Create and Destroy Human Capital in Europe. NBER Working Paper No. 15742

    ERIC Educational Resources Information Center

    Heckman, James J.; Jacobs, Bas

    2010-01-01

    Trends in skill bias and greater turbulence in modern labor markets put wages and employment prospects of unskilled workers under pressure. Weak incentives to utilize and maintain skills over the life-cycle become manifest with the ageing of the population. Policies to promote human capital formation reduce welfare state dependency among the…

  8. The nursing human resource planning best practice toolkit: creating a best practice resource for nursing managers.

    PubMed

    Vincent, Leslie; Beduz, Mary Agnes

    2010-05-01

    Evidence of acute nursing shortages in urban hospitals has been surfacing since 2000. Further, new graduate nurses account for more than 50% of total nurse turnover in some hospitals and between 35% and 60% of new graduates change workplace during the first year. Critical to organizational success, first line nurse managers must have the knowledge and skills to ensure the accurate projection of nursing resource requirements and to develop proactive recruitment and retention programs that are effective, promote positive nursing socialization, and provide early exposure to the clinical setting. The Nursing Human Resource Planning Best Practice Toolkit project supported the creation of a network of teaching and community hospitals to develop a best practice toolkit in nursing human resource planning targeted at first line nursing managers. The toolkit includes the development of a framework including the conceptual building blocks of planning tools, manager interventions, retention and recruitment and professional practice models. The development of the toolkit involved conducting a review of the literature for best practices in nursing human resource planning, using a mixed method approach to data collection including a survey and extensive interviews of managers and completing a comprehensive scan of human resource practices in the participating organizations. This paper will provide an overview of the process used to develop the toolkit, a description of the toolkit contents and a reflection on the outcomes of the project.

  9. Special Issue: Creating a Tipping Point--Strategic Human Resources in Higher Education

    ERIC Educational Resources Information Center

    Evans, Alvin; Chun, Edna

    2012-01-01

    This monograph examines the emergence of strategic human resource (HR) practices in higher education at a time when the budgetary crisis in public higher education has never been more acute. The wave of financial pressures on public research universities today heralds the advent of an era of unprecedented change. Financial upheaval resulting from…

  10. Recurrent Rearrangements of Human Amylase Genes Create Multiple Independent CNV Series.

    PubMed

    Shwan, Nzar A A; Louzada, Sandra; Yang, Fengtang; Armour, John A L

    2017-05-01

    The human amylase gene cluster includes the human salivary (AMY1) and pancreatic amylase genes (AMY2A and AMY2B), and is a highly variable and dynamic region of the genome. Copy number variation (CNV) of AMY1 has been implicated in human dietary adaptation, and in population association with obesity, but neither of these findings has been independently replicated. Despite these functional implications, the structural genomic basis of CNV has only been defined in detail very recently. In this work, we use high-resolution analysis of copy number, and analysis of segregation in trios, to define new, independent allelic series of amylase CNVs in sub-Saharan Africans, including a series of higher-order expansions of a unit consisting of one copy each of AMY1, AMY2A, and AMY2B. We use fiber-FISH (fluorescence in situ hybridization) to define unexpected complexity in the accompanying rearrangements. These findings demonstrate recurrent involvement of the amylase gene region in genomic instability, involving at least five independent rearrangements of the pancreatic amylase genes (AMY2A and AMY2B). Structural features shared by fundamentally distinct lineages strongly suggest that the common ancestral state for the human amylase cluster contained more than one, and probably three, copies of AMY1. © 2017 WILEY PERIODICALS, INC.

  11. Special Issue: Creating a Tipping Point--Strategic Human Resources in Higher Education

    ERIC Educational Resources Information Center

    Evans, Alvin; Chun, Edna

    2012-01-01

    This monograph examines the emergence of strategic human resource (HR) practices in higher education at a time when the budgetary crisis in public higher education has never been more acute. The wave of financial pressures on public research universities today heralds the advent of an era of unprecedented change. Financial upheaval resulting from…

  12. Creating the Civil Society East and West: Relationality, Responsibility and the Education of the Humane Person

    ERIC Educational Resources Information Center

    Ozolinš, Janis Talivaldis

    2017-01-01

    A recurring theme in many places concerns the nurturing and maintenance of a civil society that is committed to justice, to human fulfilment and a community that actively pursues the good of all its members. The creation of a civil society where there is respect for persons and a concern for the good of others is an important social aim and though…

  13. Policies to Create and Destroy Human Capital in Europe. NBER Working Paper No. 15742

    ERIC Educational Resources Information Center

    Heckman, James J.; Jacobs, Bas

    2010-01-01

    Trends in skill bias and greater turbulence in modern labor markets put wages and employment prospects of unskilled workers under pressure. Weak incentives to utilize and maintain skills over the life-cycle become manifest with the ageing of the population. Policies to promote human capital formation reduce welfare state dependency among the…

  14. A vision and strategy for the virtual physiological human: 2012 update

    PubMed Central

    Hunter, Peter; Chapman, Tara; Coveney, Peter V.; de Bono, Bernard; Diaz, Vanessa; Fenner, John; Frangi, Alejandro F.; Harris, Peter; Hose, Rod; Kohl, Peter; Lawford, Pat; McCormack, Keith; Mendes, Miriam; Omholt, Stig; Quarteroni, Alfio; Shublaq, Nour; Skår, John; Stroetmann, Karl; Tegner, Jesper; Thomas, S. Randall; Tollis, Ioannis; Tsamardinos, Ioannis; van Beek, Johannes H. G. M.; Viceconti, Marco

    2013-01-01

    European funding under Framework 7 (FP7) for the virtual physiological human (VPH) project has been in place now for 5 years. The VPH Network of Excellence (NoE) has been set up to help develop common standards, open source software, freely accessible data and model repositories, and various training and dissemination activities for the project. It is also working to coordinate the many clinically targeted projects that have been funded under the FP7 calls. An initial vision for the VPH was defined by the FP6 STEP project in 2006. In 2010, we wrote an assessment of the accomplishments of the first two years of the VPH in which we considered the biomedical science, healthcare and information and communications technology challenges facing the project (Hunter et al. 2010 Phil. Trans. R. Soc. A 368, 2595–2614 (doi:10.1098/rsta.2010.0048)). We proposed that a not-for-profit professional umbrella organization, the VPH Institute, should be established as a means of sustaining the VPH vision beyond the time-frame of the NoE. Here, we update and extend this assessment and in particular address the following issues raised in response to Hunter et al.: (i) a vision for the VPH updated in the light of progress made so far, (ii) biomedical science and healthcare challenges that the VPH initiative can address while also providing innovation opportunities for the European industry, and (iii) external changes needed in regulatory policy and business models to realize the full potential that the VPH has to offer to industry, clinics and society generally. PMID:24427536

  15. Inhibitor Discovery for the Human GLUT1 from Homology Modeling and Virtual Screening

    PubMed Central

    Ung, Peter Man-Un; Song, Wenxin; Cheng, Lili; Zhao, Xinbin; Hu, Hailin; Chen, Ligong; Schlessinger, Avner

    2017-01-01

    The human Glucose Transporter 1 (hGLUT1 or SLC2A1) is a facilitative membrane transporter found in the liver, intestines, kidney, and brain, where it transports sugars such as D-glucose and D-galactose. Genetic variations in hGLUT1 are associated with a broad range of diseases and metabolic disorders. For example, hGLUT1 is upregulated in various cancer types (e.g., breast carcinoma) to support the increased anaerobic glycolysis and the Warburg Effect. Thus, hGLUT1 is an emerging therapeutic target, which also transports commonly used cancer biomarkers (e.g., 18F-DG). In this study, we use computational prediction followed by experimental testing, to characterize hGLUT1. We construct homology models of hGLUT1 in a partially occluded outward open (‘occluded’) conformation based on the X-ray structure of the E. coli xylose transporter, XylE. Comparison of the binding site of the occluded models to experimentally determined hGLUT structures revealed a hydrophobic pocket adjacent to the sugar-binding site, which was tested experimentally via site-directed mutagenesis. Virtual screening of various libraries of purchasable compounds against the occluded models, followed by experimental testing with cellular assays revealed seven previously unknown hGLUT1 ligands with IC50 values ranging from 0.45 μM to 59 μM. These ligands represent three unique chemotypes that are chemically different from any other known hGLUT1 ligands. The newly characterized hydrophobic pocket can potentially be utilized by the new ligands for increased affinity. Furthermore, the previously unknown hGLUT1 ligands can serve as chemical tools to further characterize hGLUT1 function or lead molecules for future drug development. PMID:27128978

  16. A vision and strategy for the virtual physiological human: 2012 update.

    PubMed

    Hunter, Peter; Chapman, Tara; Coveney, Peter V; de Bono, Bernard; Diaz, Vanessa; Fenner, John; Frangi, Alejandro F; Harris, Peter; Hose, Rod; Kohl, Peter; Lawford, Pat; McCormack, Keith; Mendes, Miriam; Omholt, Stig; Quarteroni, Alfio; Shublaq, Nour; Skår, John; Stroetmann, Karl; Tegner, Jesper; Thomas, S Randall; Tollis, Ioannis; Tsamardinos, Ioannis; van Beek, Johannes H G M; Viceconti, Marco

    2013-04-06

    European funding under Framework 7 (FP7) for the virtual physiological human (VPH) project has been in place now for 5 years. The VPH Network of Excellence (NoE) has been set up to help develop common standards, open source software, freely accessible data and model repositories, and various training and dissemination activities for the project. It is also working to coordinate the many clinically targeted projects that have been funded under the FP7 calls. An initial vision for the VPH was defined by the FP6 STEP project in 2006. In 2010, we wrote an assessment of the accomplishments of the first two years of the VPH in which we considered the biomedical science, healthcare and information and communications technology challenges facing the project (Hunter et al. 2010 Phil. Trans. R. Soc. A 368, 2595-2614 (doi:10.1098/rsta.2010.0048)). We proposed that a not-for-profit professional umbrella organization, the VPH Institute, should be established as a means of sustaining the VPH vision beyond the time-frame of the NoE. Here, we update and extend this assessment and in particular address the following issues raised in response to Hunter et al.: (i) a vision for the VPH updated in the light of progress made so far, (ii) biomedical science and healthcare challenges that the VPH initiative can address while also providing innovation opportunities for the European industry, and (iii) external changes needed in regulatory policy and business models to realize the full potential that the VPH has to offer to industry, clinics and society generally.

  17. Inhibitor Discovery for the Human GLUT1 from Homology Modeling and Virtual Screening.

    PubMed

    Ung, Peter Man-Un; Song, Wenxin; Cheng, Lili; Zhao, Xinbin; Hu, Hailin; Chen, Ligong; Schlessinger, Avner

    2016-07-15

    The human Glucose Transporter 1 (hGLUT1 or SLC2A1) is a facilitative membrane transporter found in the liver, intestines, kidney, and brain, where it transports sugars such as d-glucose and d-galactose. Genetic variations in hGLUT1 are associated with a broad range of diseases and metabolic disorders. For example, hGLUT1 is upregulated in various cancer types (e.g., breast carcinoma) to support the increased anaerobic glycolysis and the Warburg effect. Thus, hGLUT1 is an emerging therapeutic target, which also transports commonly used cancer biomarkers (e.g., (18)F-DG). In this study, we use computational prediction followed by experimental testing, to characterize hGLUT1. We construct homology models of hGLUT1 in a partially occluded outward open ("occluded") conformation based on the X-ray structure of the E. coli xylose transporter, XylE. Comparison of the binding site of the occluded models to experimentally determined hGLUT structures revealed a hydrophobic pocket adjacent to the sugar-binding site, which was tested experimentally via site-directed mutagenesis. Virtual screening of various libraries of purchasable compounds against the occluded models, followed by experimental testing with cellular assays revealed seven previously unknown hGLUT1 ligands with IC50 values ranging from 0.45 μM to 59 μM. These ligands represent three unique chemotypes that are chemically different from any other known hGLUT1 ligands. The newly characterized hydrophobic pocket can potentially be utilized by the new ligands for increased affinity. Furthermore, the previously unknown hGLUT1 ligands can serve as chemical tools to further characterize hGLUT1 function or lead molecules for future drug development.

  18. Computer-aided training sensorimotor cortex functions in humans before the upper limb transplantation using virtual reality and sensory feedback.

    PubMed

    Kurzynski, Marek; Jaskolska, Anna; Marusiak, Jaroslaw; Wolczowski, Andrzej; Bierut, Przemyslaw; Szumowski, Lukasz; Witkowski, Jerzy; Kisiel-Sajewicz, Katarzyna

    2017-08-01

    One of the biggest problems of upper limb transplantation is lack of certainty as to whether a patient will be able to control voluntary movements of transplanted hands. Based on findings of the recent research on brain cortex plasticity, a premise can be drawn that mental training supported with visual and sensory feedback can cause structural and functional reorganization of the sensorimotor cortex, which leads to recovery of function associated with the control of movements performed by the upper limbs. In this study, authors - based on the above observations - propose the computer-aided training (CAT) system, which generating visual and sensory stimuli, should enhance the effectiveness of mental training applied to humans before upper limb transplantation. The basis for the concept of computer-aided training system is a virtual hand whose reaching and grasping movements the trained patient can observe on the VR headset screen (visual feedback) and whose contact with virtual objects the patient can feel as a touch (sensory feedback). The computer training system is composed of three main components: (1) the system generating 3D virtual world in which the patient sees the virtual limb from the perspective as if it were his/her own hand; (2) sensory feedback transforming information about the interaction of the virtual hand with the grasped object into mechanical vibration; (3) the therapist's panel for controlling the training course. Results of the case study demonstrate that mental training supported with visual and sensory stimuli generated by the computer system leads to a beneficial change of the brain activity related to motor control of the reaching in the patient with bilateral upper limb congenital transverse deficiency. Copyright © 2017 Elsevier Ltd. All rights reserved.

  19. Aural localization of silent objects by active human biosonar: neural representations of virtual echo-acoustic space.

    PubMed

    Wallmeier, Ludwig; Kish, Daniel; Wiegrebe, Lutz; Flanagin, Virginia L

    2015-03-01

    Some blind humans have developed the remarkable ability to detect and localize objects through the auditory analysis of self-generated tongue clicks. These echolocation experts show a corresponding increase in 'visual' cortex activity when listening to echo-acoustic sounds. Echolocation in real-life settings involves multiple reflections as well as active sound production, neither of which has been systematically addressed. We developed a virtualization technique that allows participants to actively perform such biosonar tasks in virtual echo-acoustic space during magnetic resonance imaging (MRI). Tongue clicks, emitted in the MRI scanner, are picked up by a microphone, convolved in real time with the binaural impulse responses of a virtual space, and presented via headphones as virtual echoes. In this manner, we investigated the brain activity during active echo-acoustic localization tasks. Our data show that, in blind echolocation experts, activations in the calcarine cortex are dramatically enhanced when a single reflector is introduced into otherwise anechoic virtual space. A pattern-classification analysis revealed that, in the blind, calcarine cortex activation patterns could discriminate left-side from right-side reflectors. This was found in both blind experts, but the effect was significant for only one of them. In sighted controls, 'visual' cortex activations were insignificant, but activation patterns in the planum temporale were sufficient to discriminate left-side from right-side reflectors. Our data suggest that blind and echolocation-trained, sighted subjects may recruit different neural substrates for the same active-echolocation task. © 2015 Federation of European Neuroscience Societies and John Wiley & Sons Ltd.

  20. ISIS Workshops Using Virtualization

    NASA Astrophysics Data System (ADS)

    Becker, K. J.; Becker, T. L.

    2015-06-01

    ISIS workshops are now using virtualization technology to improve the user experience and create a stable, consistent and useful ISIS installation for educational purposes as well as future processing needs.

  1. Virtual reality anatomy: is it comparable with traditional methods in the teaching of human forearm musculoskeletal anatomy?

    PubMed

    Codd, Anthony M; Choudhury, Bipasha

    2011-01-01

    The use of cadavers to teach anatomy is well established, but limitations with this approach have led to the introduction of alternative teaching methods. One such method is the use of three-dimensional virtual reality computer models. An interactive, three-dimensional computer model of human forearm anterior compartment musculoskeletal anatomy was produced using the open source 3D imaging program "Blender." The aim was to evaluate the use of 3D virtual reality when compared with traditional anatomy teaching methods. Three groups were identified from the University of Manchester second year Human Anatomy Research Skills Module class: a "control" group (no prior knowledge of forearm anatomy), a "traditional methods" group (taught using dissection and textbooks), and a "model" group (taught solely using e-resource). The groups were assessed on anatomy of the forearm by a ten question practical examination. ANOVA analysis showed the model group mean test score to be significantly higher than the control group (mean 7.25 vs. 1.46, P < 0.001) and not significantly different to the traditional methods group (mean 6.87, P > 0.5). Feedback from all users of the e-resource was positive. Virtual reality anatomy learning can be used to compliment traditional teaching methods effectively.

  2. Creating cancer translocations in human cells using Cas9 DSBs and nCas9 paired nicks

    PubMed Central

    Renouf, Benjamin; Piganeau, Marion; Ghezraoui, Hind; Jasin, Maria; Brunet, Erika

    2015-01-01

    Recurrent chromosomal translocations are found in numerous of tumor types, often leading to the formation and expression of fusion genes with oncogenic potential. Creating chromosomal translocations at the relevant endogenous loci, rather than just ectopically expressing the fusion genes, opens new possibilities for better characterizing molecular mechanisms driving tumor formation. In this chapter, we describe methods to create cancer translocations in human cells. DSBs or paired nicks generated by either wild-type Cas9 or the Cas9 nickase, respectively, are used to induce translocations at the relevant loci. Using different PCR-based methods, we also explain how to quantify translocation frequency and to analyze breakpoint junctions in the cells of interest. In addition, PCR detection of translocations is used as a very sensitive method to detect off-target effects, which has general utility. PMID:25398344

  3. Creating cancer translocations in human cells using Cas9 DSBs and nCas9 paired nicks.

    PubMed

    Renouf, Benjamin; Piganeau, Marion; Ghezraoui, Hind; Jasin, Maria; Brunet, Erika

    2014-01-01

    Recurrent chromosomal translocations are found in numerous tumor types, often leading to the formation and expression of fusion genes with oncogenic potential. Creating chromosomal translocations at the relevant endogenous loci, rather than ectopically expressing the fusion genes, opens new possibilities for better characterizing molecular mechanisms driving tumor formation. In this chapter, we describe methods to create cancer translocations in human cells. DSBs or paired nicks generated by either wild-type Cas9 or the Cas9 nickase, respectively, are used to induce translocations at the relevant loci. Using different PCR-based methods, we also explain how to quantify translocation frequency and to analyze breakpoint junctions in the cells of interest. In addition, PCR detection of translocations is used as a very sensitive method to detect off-target effects, which has general utility.

  4. Pacemaker Created in Human Ventricle by Depressing Inward-Rectifier K⁺ Current: A Simulation Study.

    PubMed

    Zhang, Yue; Wang, Kuanquan; Li, Qince; Zhang, Henggui

    2016-01-01

    Cardiac conduction disorders are common diseases which cause slow heart rate and syncope. The best way to treat these diseases by now is to implant electronic pacemakers, which, yet, have many disadvantages, such as the limited battery life and infection. Biopacemaker has been expected to replace the electronic devices. Automatic ventricular myocytes (VMs) could show pacemaker activity, which was induced by depressing inward-rectifier K(+) current (I K1). In this study, a 2D model of human biopacemaker was created from the ventricular endocardial myocytes. We examined the stability of the created biopacemaker and investigated its driving capability by finding the suitable size and spatial distribution of the pacemaker for robust pacing and driving the surrounding quiescent cardiomyocytes. Our results suggest that the rhythm of the pacemaker is similar to that of the single cell at final stable state. The driving force of the biopacemaker is closely related to the pattern of spatial distribution of the pacemaker.

  5. Creating Communications, Computing, and Networking Technology Development Road Maps for Future NASA Human and Robotic Missions

    NASA Technical Reports Server (NTRS)

    Bhasin, Kul; Hayden, Jeffrey L.

    2005-01-01

    For human and robotic exploration missions in the Vision for Exploration, roadmaps are needed for capability development and investments based on advanced technology developments. A roadmap development process was undertaken for the needed communications, and networking capabilities and technologies for the future human and robotics missions. The underlying processes are derived from work carried out during development of the future space communications architecture, an d NASA's Space Architect Office (SAO) defined formats and structures for accumulating data. Interrelationships were established among emerging requirements, the capability analysis and technology status, and performance data. After developing an architectural communications and networking framework structured around the assumed needs for human and robotic exploration, in the vicinity of Earth, Moon, along the path to Mars, and in the vicinity of Mars, information was gathered from expert participants. This information was used to identify the capabilities expected from the new infrastructure and the technological gaps in the way of obtaining them. We define realistic, long-term space communication architectures based on emerging needs and translate the needs into interfaces, functions, and computer processing that will be required. In developing our roadmapping process, we defined requirements for achieving end-to-end activities that will be carried out by future NASA human and robotic missions. This paper describes: 10 the architectural framework developed for analysis; 2) our approach to gathering and analyzing data from NASA, industry, and academia; 3) an outline of the technology research to be done, including milestones for technology research and demonstrations with timelines; and 4) the technology roadmaps themselves.

  6. Interface design and contemporary: human creating new guidelines for high-tech products.

    PubMed

    Pagnan, Andreia Salvan; Ribeiro, Giovana Freitas Rabelo; Gonçalves, Maria Goretti Souza; Câmara, Jairo José Drummond; Baptista, Sandra Motta

    2012-01-01

    Contemporary electronic industry offers a wide range of products. Usually touch sensitive and with few buttons and a lot of functions these products not always have a friendly interface. The human x design interface based on electronics' ergonomics is the focus of this research. An evolutionary analysis of the electronics industry design within a contemporary context clarifies this relation and proposes new guidelines for a more conscious design.

  7. Evidence for large diversity in the human transcriptome created by Alu RNA editing.

    PubMed

    Barak, Michal; Levanon, Erez Y; Eisenberg, Eli; Paz, Nurit; Rechavi, Gideon; Church, George M; Mehr, Ramit

    2009-11-01

    Adenosine-to-inosine (A-to-I) RNA editing alters the original genomic content of the human transcriptome and is essential for maintenance of normal life in mammals. A-to-I editing in Alu repeats is abundant in the human genome, with many thousands of expressed Alu sequences undergoing editing. Little is known so far about the contribution of Alu editing to transcriptome complexity. Transcripts derived from a single edited Alu sequence can be edited in multiple sites, and thus could theoretically generate a large number of different transcripts. Here we explored whether the combinatorial potential nature of edited Alu sequences is actually fulfilled in the human transcriptome. We analyzed datasets of editing sites and performed an analysis of a detailed transcript set of one edited Alu sequence. We found that editing appears at many more sites than detected by earlier genomic screens. To a large extent, editing of different sites within the same transcript is only weakly correlated. Thus, rather than finding a few versions of each transcript, a large number of edited variants arise, resulting in immense transcript diversity that eclipses alternative splicing as mechanism of transcriptome diversity, although with less impact on the proteome.

  8. Photogrammetric Analysis of Historical Image Repositories for Virtual Reconstruction in the Field of Digital Humanities

    NASA Astrophysics Data System (ADS)

    Maiwald, F.; Vietze, T.; Schneider, D.; Henze, F.; Münster, S.; Niebling, F.

    2017-02-01

    Historical photographs contain high density of information and are of great importance as sources in humanities research. In addition to the semantic indexing of historical images based on metadata, it is also possible to reconstruct geometric information about the depicted objects or the camera position at the time of the recording by employing photogrammetric methods. The approach presented here is intended to investigate (semi-) automated photogrammetric reconstruction methods for heterogeneous collections of historical (city) photographs and photographic documentation for the use in the humanities, urban research and history sciences. From a photogrammetric point of view, these images are mostly digitized photographs. For a photogrammetric evaluation, therefore, the characteristics of scanned analog images with mostly unknown camera geometry, missing or minimal object information and low radiometric and geometric resolution have to be considered. In addition, these photographs have not been created specifically for documentation purposes and so the focus of these images is often not on the object to be evaluated. The image repositories must therefore be subjected to a preprocessing analysis of their photogrammetric usability. Investigations are carried out on the basis of a repository containing historical images of the Kronentor ("crown gate") of the Dresden Zwinger. The initial step was to assess the quality and condition of available images determining their appropriateness for generating three-dimensional point clouds from historical photos using a structure-from-motion evaluation (SfM). Then, the generated point clouds were assessed by comparing them with current measurement data of the same object.

  9. IAB presidential address: bioethics in a globalized world: creating space for flourishing human relationships.

    PubMed

    Biller-Andorno, Nikola

    2011-10-01

    Bioethics in a globalized world is meeting a number of challenges - fundamentalism in its different forms, and a focus on economic growth neglecting issues such as equity and sustainability, being prominent among them. How well are we as bioethicists equipped to make meaningful contributions in these times? The paper identifies a number of restraints and proceeds to probe potential resources such as the capability approach, care ethics, cosmopolitanism, and pragmatism. These elements serve to outline a perspective that focuses on the preconditions for flourishing human relationships as a way to address bioethical challenges in a globalized world.

  10. The Role and Tools of a Dialogue Author in Creating Human-Computer Interfaces.

    DTIC Science & Technology

    1982-05-01

    DOCUMENTATION PAGE BEFORE COMPLETING FORM 1. REORT MMSIR2. GOVT ACCESIN04 3. RECIPI9MT’S CATALOG MUM114R CSIE-82-8 4. TITLE ( end SuAiitt.) S. TYrPE OF...are typically written by programers who generally have little or no formal training or even intuitive feeling for what consti- tutes an effective human...those of the application programmer and the end user of the system. These two types, however, frequently had severe communication problems. The

  11. Human Activity Behavior and Gesture Generation in Virtual Worlds for Long- Duration Space Missions. Chapter 8

    NASA Technical Reports Server (NTRS)

    Sierhuis, Maarten; Clancey, William J.; Damer, Bruce; Brodsky, Boris; vanHoff, Ron

    2007-01-01

    A virtual worlds presentation technique with embodied, intelligent agents is being developed as an instructional medium suitable to present in situ training on long term space flight. The system combines a behavioral element based on finite state automata, a behavior based reactive architecture also described as subsumption architecture, and a belief-desire-intention agent structure. These three features are being integrated to describe a Brahms virtual environment model of extravehicular crew activity which could become a basis for procedure training during extended space flight.

  12. Virtual reality as a distraction technique in chronic pain patients.

    PubMed

    Wiederhold, Brenda K; Gao, Kenneth; Sulea, Camelia; Wiederhold, Mark D

    2014-06-01

    We explored the use of virtual reality distraction techniques for use as adjunctive therapy to treat chronic pain. Virtual environments were specifically created to provide pleasant and engaging experiences where patients navigated on their own through rich and varied simulated worlds. Real-time physiological monitoring was used as a guide to determine the effectiveness and sustainability of this intervention. Human factors studies showed that virtual navigation is a safe and effective method for use with chronic pain patients. Chronic pain patients demonstrated significant relief in subjective ratings of pain that corresponded to objective measurements in peripheral, noninvasive physiological measures.

  13. Virtual Reality as a Distraction Technique in Chronic Pain Patients

    PubMed Central

    Gao, Kenneth; Sulea, Camelia; Wiederhold, Mark D.

    2014-01-01

    Abstract We explored the use of virtual reality distraction techniques for use as adjunctive therapy to treat chronic pain. Virtual environments were specifically created to provide pleasant and engaging experiences where patients navigated on their own through rich and varied simulated worlds. Real-time physiological monitoring was used as a guide to determine the effectiveness and sustainability of this intervention. Human factors studies showed that virtual navigation is a safe and effective method for use with chronic pain patients. Chronic pain patients demonstrated significant relief in subjective ratings of pain that corresponded to objective measurements in peripheral, noninvasive physiological measures. PMID:24892196

  14. Implication of Human Hair in Regaining Spilled Oil Further Creating A Production Rise in Oyster Mushrooms

    NASA Astrophysics Data System (ADS)

    Pandey, A.; Srivastava, P.; Singh, U.

    2016-12-01

    It is estimated that 4.9 million liters of petroleum are spilled into U.S. waters from vessels and pipelines in a typical year. Oil spill may be as huge as of 8 million barrels (The Persian Gulf oil spill of 1991). Oil-water separation processes using polymeric or inorganic membranes have been proposed as effective and cost competitive technologies but in present the commercial use of membrane in treatment of spilled oil is currently limited by their low efficiency as well as high capital and operating cost. Indian hair-market is a billion-dollar industry yearly exporting thousands of tones of thick and dark hairs. Hairs contain keratin, a family of fibrous structural proteins been proved to adsorb oils. Laboratory results conclude that one gram of human hair can selectively adsorb about 15.5301 grams of crude oil over water, following Frendlich's isotherm. We seek hair mats made up of hairs of size ≤5 inches, costing 37/ton from selected parts of Indian hair market. With a known adsorbing efficiency of 95% towards crude oil, an estimated desorption efficiency of 70% oil worth 0.8M per year can be regained in crude form from U.S. waters only. To ensure solid waste management of hairs, hair mats left with 30% of adsorbed oil can be utilized in the cultivation of oyster mushrooms, a 20-34/kg crop that grows best in 20-25°C ,80-90% relative humidity and oily conditions. This will reduce the growing period of crop ensuring yearly profit of $6.06M in U.S. only engaging variety of stakeholders over borders. Results thus obtained in this study present an economic, safer and sustainable technique to minimize oil loss due to oil spill in waters further ensuring a low labor-low cost technique of waste management that enhances the growth of an in-demand crop. Keywords: Oil Spill, Human Hair Mats, Adsorb, Oyster Mushrooms

  15. Contextual-specificity of short-delay extinction in humans: Renewal of fear-potentiated startle in a virtual environment

    PubMed Central

    Alvarez, Ruben P.; Johnson, Linda; Grillon, Christian

    2007-01-01

    A recent fear-potentiated startle study in rodents suggested that extinction was not context dependent when extinction was conducted after a short delay following acquisition, suggesting that extinction can lead to erasure of fear learning in some circumstances. The main objective of this study was to attempt to replicate these findings in humans by examining the context specificity of short-delay extinction in an ABA renewal procedure using virtual reality environments. A second objective was to examine whether renewal, if any, would be influenced by context conditioning. Subjects underwent differential aversive conditioning in virtual context A, which was immediately followed by extinction in virtual context B. Extinction was followed by tests of renewal in context A and B, with the order counterbalanced across subjects. Results showed that extinction was context dependent. Evidence for renewal was established using fear-potentiated startle as well as skin conductance and fear ratings. In addition, although contextual anxiety was greater in the acquisition context than in the extinction context during renewal, as assessed with startle, context conditioning did not influence the renewal effect. These data do not support the view that extinction conducted shortly after acquisition is context independent. Hence, they do not provide evidence that extinction can lead to erasure of a fear memory established via Pavlovian conditioning. PMID:17412963

  16. Objective and subjective quality assessment of geometry compression of reconstructed 3D humans in a 3D virtual room

    NASA Astrophysics Data System (ADS)

    Mekuria, Rufael; Cesar, Pablo; Doumanis, Ioannis; Frisiello, Antonella

    2015-09-01

    Compression of 3D object based video is relevant for 3D Immersive applications. Nevertheless, the perceptual aspects of the degradation introduced by codecs for meshes and point clouds are not well understood. In this paper we evaluate the subjective and objective degradations introduced by such codecs in a state of art 3D immersive virtual room. In the 3D immersive virtual room, users are captured with multiple cameras, and their surfaces are reconstructed as photorealistic colored/textured 3D meshes or point clouds. To test the perceptual effect of compression and transmission, we render degraded versions with different frame rates in different contexts (near/far) in the scene. A quantitative subjective study with 16 users shows that negligible distortion of decoded surfaces compared to the original reconstructions can be achieved in the 3D virtual room. In addition, a qualitative task based analysis in a full prototype field trial shows increased presence, emotion, user and state recognition of the reconstructed 3D Human representation compared to animated computer avatars.

  17. Identification of New Human Malaria Parasite Plasmodium Falciparum Dihydroorotate Dehydrogenase Inhibitors by Pharmacophore and Structure-Based Virtual Screening

    PubMed Central

    Pavadai, Elumalai; El Mazouni, Farah; Wittlin, Sergio; de Kock, Carmen; Phillips, Margaret A.; Chibale, Kelly

    2016-01-01

    Plasmodium falciparum dihydroorotate dehydrogenase (PfDHODH), a key enzyme in the de novo pyrimidine biosynthesis pathway, which the Plasmodium falciparum relies on exclusively for survival, has emerged as a promising target for antimalarial drugs. In an effort to discover new and potent PfDHODH inhibitors, 3D-QSAR pharmacophore models were developed based on the structures of known PfDHODH inhibitors and the validated Hypo1 model was used as a 3D search query for virtual screening of the National Cancer Institute database. The virtual hit compounds were further filtered based on molecular docking and Molecular Mechanics/Generalized Born Surface Area binding energy calculations. The combination of the pharmacophore and structure-based virtual screening resulted in the identification of nine new compounds that showed >25% inhibition of PfDHODH at a concentration of 10 μM, three of which exhibited IC50 values in the range of 0.38–20 μM. The most active compound, NSC336047, displayed species-selectivity for PfDHODH over human DHODH and inhibited parasite growth with an IC50 of 26 μM. In addition to this, thirteen compounds inhibited parasite growth with IC50 values of ≤ 50 μM, four of which showed IC50 values in the range of 5–12 μM. These compounds could be further explored in the identification and development of more potent PfDHODH and parasite growth inhibitors. PMID:26915022

  18. Identification of New Human Malaria Parasite Plasmodium falciparum Dihydroorotate Dehydrogenase Inhibitors by Pharmacophore and Structure-Based Virtual Screening.

    PubMed

    Pavadai, Elumalai; El Mazouni, Farah; Wittlin, Sergio; de Kock, Carmen; Phillips, Margaret A; Chibale, Kelly

    2016-03-28

    Plasmodium falciparum dihydroorotate dehydrogenase (PfDHODH), a key enzyme in the de novo pyrimidine biosynthesis pathway, which the Plasmodium falciparum relies on exclusively for survival, has emerged as a promising target for antimalarial drugs. In an effort to discover new and potent PfDHODH inhibitors, 3D-QSAR pharmacophore models were developed based on the structures of known PfDHODH inhibitors and the validated Hypo1 model was used as a 3D search query for virtual screening of the National Cancer Institute database. The virtual hit compounds were further filtered based on molecular docking and Molecular Mechanics/Generalized Born Surface Area binding energy calculations. The combination of the pharmacophore and structure-based virtual screening resulted in the identification of nine new compounds that showed >25% inhibition of PfDHODH at a concentration of 10 μM, three of which exhibited IC50 values in the range of 0.38-20 μM. The most active compound, NSC336047, displayed species-selectivity for PfDHODH over human DHODH and inhibited parasite growth with an IC50 of 26 μM. In addition to this, 13 compounds inhibited parasite growth with IC50 values of ≤ 50 μM, 4 of which showed IC50 values in the range of 5-12 μM. These compounds could be further explored in the identification and development of more potent PfDHODH and parasite growth inhibitors.

  19. High availability using virtualization

    NASA Astrophysics Data System (ADS)

    Calzolari, Federico

    2009-10-01

    High availability has always been one of the main problems for a data center. Till now high availability was achieved by host per host redundancy, a highly expensive method in terms of hardware and human costs. A new approach to the problem can be offered by virtualization. Using virtualization, it is possible to achieve a redundancy system for all the services running on a data center. This new approach to high availability allows to share the running virtual machines over the servers up and running, by exploiting the features of the virtualization layer: start, stop and move virtual machines between physical hosts. The system (3RC) is based on a finite state machine with hysteresis, providing the possibility to restart each virtual machine over any physical host, or reinstall it from scratch. A complete infrastructure has been developed to install operating system and middleware in a few minutes. To virtualize the main servers of a data center, a new procedure has been developed to migrate physical to virtual hosts. The whole Grid data center SNS-PISA is running at the moment in virtual environment under the high availability system. As extension of the 3RC architecture, several storage solutions have been tested to store and centralize all the virtual disks, from NAS to SAN, to grant data safety and access from everywhere. Exploiting virtualization and ability to automatically reinstall a host, we provide a sort of host on-demand, where the action on a virtual machine is performed only when a disaster occurs.

  20. Employing Virtual Humans for Education and Training in X3D/VRML Worlds

    ERIC Educational Resources Information Center

    Ieronutti, Lucio; Chittaro, Luca

    2007-01-01

    Web-based education and training provides a new paradigm for imparting knowledge; students can access the learning material anytime by operating remotely from any location. Web3D open standards, such as X3D and VRML, support Web-based delivery of Educational Virtual Environments (EVEs). EVEs have a great potential for learning and training…

  1. Employing Virtual Humans for Education and Training in X3D/VRML Worlds

    ERIC Educational Resources Information Center

    Ieronutti, Lucio; Chittaro, Luca

    2007-01-01

    Web-based education and training provides a new paradigm for imparting knowledge; students can access the learning material anytime by operating remotely from any location. Web3D open standards, such as X3D and VRML, support Web-based delivery of Educational Virtual Environments (EVEs). EVEs have a great potential for learning and training…

  2. Human Subperitoneal Fibroblast and Cancer Cell Interaction Creates Microenvironment That Enhances Tumor Progression and Metastasis

    PubMed Central

    Yokota, Mitsuru; Ishii, Genichiro; Saito, Norio; Aoyagi, Kazuhiko; Sasaki, Hiroki; Ochiai, Atsushi

    2014-01-01

    Backgrounds Peritoneal invasion in colon cancer is an important prognostic factor. Peritoneal invasion can be objectively identified as periotoneal elastic laminal invasion (ELI) by using elastica stain, and the cancer microenvironment formed by the peritoneal invasion (CMPI) can also be observed. Cases with ELI more frequently show distant metastasis and recurrence. Therefore, CMPI may represent a particular milieu that facilitates tumor progression. Pathological and biological investigations into CMPI may shed light on this possibly distinctive cancer microenvironment. Methods We analyzed area-specific tissue microarrays to determine the pathological features of CMPI, and propagated subperitoneal fibroblasts (SPFs) and submucosal fibroblasts (SMFs) from human colonic tissue. Biological characteristics and results of gene expression profile analyses were compared to better understand the peritoneal invasion of colon cancer and how this may form a special microenvironment through the interaction with SPFs. Mouse xenograft tumors, derived by co-injection of cancer cells with either SPFs or SMFs, were established to evaluate their active role on tumor progression and metastasis. Results We found that fibrosis with alpha smooth muscle actin (α-SMA) expression was a significant pathological feature of CMPI. The differences in proliferation and gene expression profile analyses suggested SPFs and SMFs were distinct populations, and that SPFs were characterized by a higher expressions of extracellular matrix (ECM)-associated genes. Furthermore, compared with SMFs, SPFs showed more variable alteration in gene expressions after cancer-cell-conditioned medium stimulation. Gene ontology analysis revealed that SPFs-specific upregulated genes were enriched by actin-binding or contractile-associated genes including α-SMA encoding ACTA2. Mouse xenograft tumors derived by co-injection of cancer cells with SPFs showed enhancement of tumor growth, metastasis, and capacity for

  3. Inflammatory environment created by fibroblast aggregates induces growth arrest and phenotypic shift of human myeloma cells.

    PubMed

    Szabova, K; Bizikova, I; Mistrik, M; Bizik, J

    2015-01-01

    Multiple myeloma (MM) is characterized by accumulation of clonal plasma cells (PCs) predominantly in the bone marrow but tumor cells appear in the circulation in significant numbers as the disease progress. The occurrence of circulating multiple myeloma cells raises question concerning interactions between these cells and stroma of peripheral organs specifically under certain pathophysiological conditions, e.g., inflammation. Therefore, in the present study we exposed three human multiple myeloma cell lines to sterile inflammation produced in a culture dish by clusters of cell-cell contact-activated dermal fibroblasts. We now observed that myeloma cells responded differently to this particular type of stromal cell activation, nemosis. Two cell lines U-266 and LP-1 were minimally affected by the proinflammatory signalling, while the third cell line RPMI 8226 responded with growth arrest and altered expression of three phenotypic markers CD38, CD45, and CD138, indicating dedifferentiation shift of these cells to less mature PC-like phenotype. In a preliminary study we identified a subclone of cells having similar phenotype in 14 out of 23 analysed specimens of MM patients. This set of data indicates that the observed phenomenon might be clinically relevant. Our results emphasize the potential role of activated stromal fibroblasts and subsequent inflammation in altering phenotype of PCs and directing myeloma progression towards dormancy. Given the significant implication of dormant myeloma cells that might serve as a major cellular basis for the relapse, understanding their unique biology and precise elucidation of the underlying molecular mechanisms for the maintenance of quiescence is important. Therefore, we consider this study as a particular contribution to development of experimental model for in vitro studies of cancer dormancy.

  4. Learning by doing virtually.

    PubMed

    von Sternberg, N; Bartsch, M S; Petersik, A; Wiltfang, J; Sibbersen, W; Grindel, T; Tiede, U; Warnke, P H; Heiland, M; Russo, P A J; Terheyden, H; Pohlenz, P; Springer, I N

    2007-05-01

    Selective reduction of bone without collateral damage (nerves, teeth) is essential in apicectomy. To test whether skills acquired on a virtual apicectomy simulator (VOXEL-MAN system with integrated force-feedback) are transferable from virtual to physical reality, two groups of trainees were compared. Group 1 received computer-based virtual surgical training before performing an apicectomy in a pig cadaver model. The probability of preserving vital neighboring structures was improved significantly, i.e. six-fold, after virtual surgical training (P<0.001). The average volume of the bony defects created by the trainees of Group 2 (mean: 0.47 ml) was significantly (P<0.001) larger than by the trainees of Group 1 (mean: 0.25 ml). Most importantly, the ability to objectively self-assess performance was significantly improved after virtual training. Training with a virtual apicectomy simulator appears to be effective, and the skills acquired are transferable to physical reality.

  5. MITRE's virtual model shop

    NASA Astrophysics Data System (ADS)

    Wingfield, Michael A.

    1995-04-01

    The exploration of visual data and the use of visual information during the design process can be greatly enhanced by working within the virtual environment where the user is closely coupled to the data by means of immersive technologies and natural user interfaces. Current technology enables us to construct a virtual environment utilizing 3D graphics projection, object generated stereo sound, tactile feedback, and voice command input. Advances in software architectures and user interfaces enable us to focus on enhancing the design process within the virtual environment. These explorations at MITRE have evolved into an application which focuses on the ability to create, manipulate, and explore photo and audio realistic 3D models of work spaces, office complexes, and entire communities in real-time. This application, the Virtual Interactive Planning System, is a component of the MITRE virtual model shop, a suite of applications which permits the user to design and manipulate computer graphics models within the virtual environment.

  6. Headphone and Head-Mounted Visual Displays for Virtual Environments

    NASA Technical Reports Server (NTRS)

    Begault, Duran R.; Ellis, Stephen R.; Wenzel, Elizabeth M.; Trejo, Leonard J. (Technical Monitor)

    1998-01-01

    A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.

  7. Cross-reactivity virtual profiling of the human kinome by X-react(KIN): a chemical systems biology approach.

    PubMed

    Brylinski, Michal; Skolnick, Jeffrey

    2010-12-06

    Many drug candidates fail in clinical development due to their insufficient selectivity that may cause undesired side effects. Therefore, modern drug discovery is routinely supported by computational techniques, which can identify alternate molecular targets with a significant potential for cross-reactivity. In particular, the development of highly selective kinase inhibitors is complicated by the strong conservation of the ATP-binding site across the kinase family. In this paper, we describe X-React(KIN), a new machine learning approach that extends the modeling and virtual screening of individual protein kinases to a system level in order to construct a cross-reactivity virtual profile for the human kinome. To maximize the coverage of the kinome, X-React(KIN) relies solely on the predicted target structures and employs state-of-the-art modeling techniques. Benchmark tests carried out against available selectivity data from high-throughput kinase profiling experiments demonstrate that, for almost 70% of the inhibitors, their alternate molecular targets can be effectively identified in the human kinome with a high (>0.5) sensitivity at the expense of a relatively low false positive rate (<0.5). Furthermore, in a case study, we demonstrate how X-React(KIN) can support the development of selective inhibitors by optimizing the selection of kinase targets for small-scale counter-screen experiments. The constructed cross-reactivity profiles for the human kinome are freely available to the academic community at http://cssb.biology.gatech.edu/kinomelhm/ .

  8. Virtual screening using ligand-based pharmacophores for inhibitors of human tyrosyl-DNA phospodiesterase (hTdp1)

    PubMed Central

    Weidlich, Iwona E.; Dexheimer, Thomas; Marchand, Christophe; Antony, Smitha; Pommier, Yves; Nicklaus, Marc C.

    2012-01-01

    Human tyrosyl-DNA phosphodiesterase (hTdp1) inhibitors have become a major area of drug research and structure-based design since they have been shown to work synergistically with camptothecin (CPT) and selectively in cancer cells. The pharmacophore features of 14 hTdp1 inhibitors were used as a filter to screen the ChemNavigator iResearch Library of about 27 million purchasable samples. Docking of the inhibitors and hits obtained from virtual screening was performed into a structural model of hTdp1 based on a high resolution X-ray crystal structure of human Tdp1 in complex with vanadate, DNA and a human topoisomerase I (TopI)-derived peptide (PDB code: 1NOP). We present and discuss in some detail 46 compounds matching the three-dimensional arrangement of the pharmacophoric features. The presented novel chemotypes may provide new scaffolds for developing inhibitors of Tdp1. PMID:19963390

  9. Virtually ostracized: studying ostracism in immersive virtual environments.

    PubMed

    Kassner, Matthew P; Wesselmann, Eric D; Law, Alvin Ty; Williams, Kipling D

    2012-08-01

    Electronic-based communication (such as Immersive Virtual Environments; IVEs) may offer new ways of satisfying the need for social connection, but they also provide ways this need can be thwarted. Ostracism, being ignored and excluded, is a common social experience that threatens fundamental human needs (i.e., belonging, control, self-esteem, and meaningful existence). Previous ostracism research has made use of a variety of paradigms, including minimal electronic-based interactions (e.g., Cyberball) and communication (e.g., chatrooms and Short Message Services). These paradigms, however, lack the mundane realism that many IVEs now offer. Further, IVE paradigms designed to measure ostracism may allow researchers to test more nuanced hypotheses about the effects of ostracism. We created an IVE in which ostracism could be manipulated experimentally, emulating a previously validated minimal ostracism paradigm. We found that participants who were ostracized in this IVE experienced the same negative effects demonstrated in other ostracism paradigms, providing, to our knowledge, the first evidence of the negative effects of ostracism in virtual environments. Though further research directly exploring these effects in online virtual environments is needed, this research suggests that individuals encountering ostracism in other virtual environments (such as massively multiplayer online role playing games; MMORPGs) may experience negative effects similar to those of being ostracized in real life. This possibility may have serious implications for individuals who are marginalized in their real life and turn to IVEs to satisfy their need for social connection.

  10. Web-based Three-dimensional Virtual Body Structures: W3D-VBS

    PubMed Central

    Temkin, Bharti; Acosta, Eric; Hatfield, Paul; Onal, Erhan; Tong, Alex

    2002-01-01

    Major efforts are being made to improve the teaching of human anatomy to foster cognition of visuospatial relationships. The Visible Human Project of the National Library of Medicine makes it possible to create virtual reality-based applications for teaching anatomy. Integration of traditional cadaver and illustration-based methods with Internet-based simulations brings us closer to this goal. Web-based three-dimensional Virtual Body Structures (W3D-VBS) is a next-generation immersive anatomical training system for teaching human anatomy over the Internet. It uses Visible Human data to dynamically explore, select, extract, visualize, manipulate, and stereoscopically palpate realistic virtual body structures with a haptic device. Tracking user’s progress through evaluation tools helps customize lesson plans. A self-guided “virtual tour” of the whole body allows investigation of labeled virtual dissections repetitively, at any time and place a user requires it. PMID:12223495

  11. An extended anchored linkage map and virtual mapping for the American mink genome based on homology to human and dog.

    PubMed

    Anistoroaei, R; Ansari, S; Farid, A; Benkel, B; Karlskov-Mortensen, P; Christensen, K

    2009-09-01

    In this report we present an extended linkage map of the American mink (Neovison vison) consisting of 157 microsatellite markers and comprising at least one linkage group for each of the autosomes. Each linkage group has been assigned to a chromosome and oriented by fluorescence in situ hybridization (FISH) and/or by means of human/dog/mink comparative homology. The average interval between markers is 8.5 cM and the linkage groups collectively span 1340 cM. In addition, 217 and 275 mink microsatellites have been placed on human and dog genomes, respectively. In conjunction with the existing comparative human/dog/mink data, these assignments represent useful virtual maps for the American mink genome. Comparison of the current human/dog assembled sequential map with the existing Zoo-FISH-based human/dog/mink maps helped to refine the human/dog/mink comparative map. Furthermore, comparison of the human and dog genome assemblies revealed a number of large synteny blocks, some of which are corroborated by data from the mink linkage map.

  12. Embodied social interaction constitutes social cognition in pairs of humans: A minimalist virtual reality experiment

    PubMed Central

    Froese, Tom; Iizuka, Hiroyuki; Ikegami, Takashi

    2014-01-01

    Scientists have traditionally limited the mechanisms of social cognition to one brain, but recent approaches claim that interaction also realizes cognitive work. Experiments under constrained virtual settings revealed that interaction dynamics implicitly guide social cognition. Here we show that embodied social interaction can be constitutive of agency detection and of experiencing another's presence. Pairs of participants moved their “avatars” along an invisible virtual line and could make haptic contact with three identical objects, two of which embodied the other's motions, but only one, the other's avatar, also embodied the other's contact sensor and thereby enabled responsive interaction. Co-regulated interactions were significantly correlated with identifications of the other's avatar and reports of the clearest awareness of the other's presence. These results challenge folk psychological notions about the boundaries of mind, but make sense from evolutionary and developmental perspectives: an extendible mind can offload cognitive work into its environment. PMID:24419102

  13. Embodied social interaction constitutes social cognition in pairs of humans: a minimalist virtual reality experiment.

    PubMed

    Froese, Tom; Iizuka, Hiroyuki; Ikegami, Takashi

    2014-01-14

    Scientists have traditionally limited the mechanisms of social cognition to one brain, but recent approaches claim that interaction also realizes cognitive work. Experiments under constrained virtual settings revealed that interaction dynamics implicitly guide social cognition. Here we show that embodied social interaction can be constitutive of agency detection and of experiencing another's presence. Pairs of participants moved their "avatars" along an invisible virtual line and could make haptic contact with three identical objects, two of which embodied the other's motions, but only one, the other's avatar, also embodied the other's contact sensor and thereby enabled responsive interaction. Co-regulated interactions were significantly correlated with identifications of the other's avatar and reports of the clearest awareness of the other's presence. These results challenge folk psychological notions about the boundaries of mind, but make sense from evolutionary and developmental perspectives: an extendible mind can offload cognitive work into its environment.

  14. Spoken Dialogue: Extending Embedded Virtual Simulation with a Very Human Dimension

    DTIC Science & Technology

    2009-10-01

    Dialogue: Extending Embedded Virtual 11 - 6 RTO-MP-HFM-169 User: Texan one-five request closed RSU : Closed Approved IP: You need to call...closed downwind User: Texan one-five closed downwind SSP1: Tiger two-three initial request high key RSU : Report high key User: Below one-fifty...five request closed RSU : Negative closed IP: I have the aircraft Figure 2: Representative dialogue among Texan one-five (user), and synthetic

  15. Background: What the States Created

    ERIC Educational Resources Information Center

    Cox, James C.

    2009-01-01

    Prior to 2003, virtual universities were being created at a rate that would question the usual perception that higher education rarely changed, or changed (if at all) at a glacial speed. No comprehensive study of what was actually being created had been done; nor had anyone tapped the experiences of the developers in the states to see what was…

  16. Distributed virtual environment for emergency medical training

    NASA Astrophysics Data System (ADS)

    Stytz, Martin R.; Banks, Sheila B.; Garcia, Brian W.; Godsell-Stytz, Gayl M.

    1997-07-01

    paper we report on our prototype VER system and its distributed system architecture for an emergency department distributed virtual environment for emergency medical staff training. The virtual environment enables emergency department physicians and staff to develop their diagnostic and treatment skills using the virtual tools they need to perform diagnostic and treatment tasks. Virtual human imagery, and real-time virtual human response are used to create the virtual patient and present a scenario. Patient vital signs are available to the emergency department team as they manage the virtual case. The work reported here consists of the system architectures we developed for the distributed components of the virtual emergency room. The architectures we describe consist of the network level architecture as well as the software architecture for each actor within the virtual emergency room. We describe the role of distributed interactive simulation and other enabling technologies within the virtual emergency room project.

  17. Foreign language learning in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton

    2012-03-01

    Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.

  18. Creating Humane Schools.

    ERIC Educational Resources Information Center

    Glines, Don E.

    This document, a revision and retitled version of "Implementing Different and Better Schools," 1969 (ED 051 110), attempts to provide guidelines for change in schools to help those educators who need to be convinced of the need for change, 2) those who are ready but need to be told what to do, and 3) those with some experience of change who need…

  19. Virtual Colonoscopy

    MedlinePlus

    ... for Symptoms That Are Being Studied Virtual Colonoscopy Virtual Colonoscopy Print Screening CT scan takes images of ... less than a regular colonoscopy Get the facts Virtual colonoscopy, also called CT colonography, is a relatively ...

  20. Virtual colonoscopy

    MedlinePlus

    Colonoscopy - virtual; CT colonography; Computed tomographic colonography; Colography - virtual ... Differences between virtual and conventional colonoscopy include: VC can view the colon from many different angles. This is not as easy ...

  1. Digital Division Is Cultural Exclusion, but Is Digital Inclusion Cultural Inclusion?; We Come from Around the World and Share Similar Visions; Oksale: An Indigenous Approach to Creating a Virtual Library of Education Resources; Whose Rules? Intellectual Property, Culture and Indigenous Communities.

    ERIC Educational Resources Information Center

    Worcman, Karen; Holland, Maurita Peterson; Roy, Loriene; Larsen, Peter; Seadle, Michael

    2002-01-01

    Includes four articles that discuss digital technology and indigenous communities. Highlights include digitization of cultural resources; cultural instantiation in electronic media; partnerships; the needs of indigenous groups; library school students' service-based learning experiences in creating a virtual library for a tribal village; and…

  2. Digital Division Is Cultural Exclusion, but Is Digital Inclusion Cultural Inclusion?; We Come from Around the World and Share Similar Visions; Oksale: An Indigenous Approach to Creating a Virtual Library of Education Resources; Whose Rules? Intellectual Property, Culture and Indigenous Communities.

    ERIC Educational Resources Information Center

    Worcman, Karen; Holland, Maurita Peterson; Roy, Loriene; Larsen, Peter; Seadle, Michael

    2002-01-01

    Includes four articles that discuss digital technology and indigenous communities. Highlights include digitization of cultural resources; cultural instantiation in electronic media; partnerships; the needs of indigenous groups; library school students' service-based learning experiences in creating a virtual library for a tribal village; and…

  3. Anatomical education and surgical simulation based on the Chinese Visible Human: a three-dimensional virtual model of the larynx region.

    PubMed

    Liu, Kaijun; Fang, Binji; Wu, Yi; Li, Ying; Jin, Jun; Tan, Liwen; Zhang, Shaoxiang

    2013-09-01

    Anatomical knowledge of the larynx region is critical for understanding laryngeal disease and performing required interventions. Virtual reality is a useful method for surgical education and simulation. Here, we assembled segmented cross-section slices of the larynx region from the Chinese Visible Human dataset. The laryngeal structures were precisely segmented manually as 2D images, then reconstructed and displayed as 3D images in the virtual reality Dextrobeam system. Using visualization and interaction with the virtual reality modeling language model, a digital laryngeal anatomy instruction was constructed using HTML and JavaScript languages. The volume larynx models can thus display an arbitrary section of the model and provide a virtual dissection function. This networked teaching system of the digital laryngeal anatomy can be read remotely, displayed locally, and manipulated interactively.

  4. Measuring conflicts in the management of anthropized ecosystems: Evidence from a choice experiment in a human-created Mediterranean wetland.

    PubMed

    Perni, Ángel; Martínez-Paz, José Miguel

    2017-12-01

    Economic valuation of ecosystem services provides valuable information for the management of anthropized environments, where individual preferences can be heterogeneous and even opposed. Here, we discuss how these ecosystem services were approached in the literature and we address the main issues in relation to their economic valuation. We consider that avoiding misspecifications in economic valuation surveys requires considering the linkages between anthropized ecosystems and human intervention. To illustrate, we analyse the case study of a human-created Mediterranean wetland (El Hondo, SE Spain) using a Choice Experiment. Our findings suggest that management strategies in El Hondo should be oriented to improve the water ecological status, to enhance biodiversity and to develop ecotourism, whereas hunting should be strictly limited and controlled. Our measures of conflict (trade-off between ecosystem services and willingness to pay values) can help to find the optimal allocation of public and private goods and services and for the implementation of compensation schemes in the area. According to public preferences, a conservationist management strategy would generate 331,100 €/year in terms of environmental benefits, whereas a tourism-based management strategy would benefit society with 805,200 €/year. Copyright © 2017 Elsevier Ltd. All rights reserved.

  5. The impact of patients' gender, race, and age on health care professionals' pain management decisions: an online survey using virtual human technology.

    PubMed

    Wandner, Laura D; Heft, Marc W; Lok, Benjamin C; Hirsh, Adam T; George, Steven Z; Horgas, Anne L; Atchison, James W; Torres, Calia A; Robinson, Michael E

    2014-05-01

    Previous literature indicates that biases exist in pain ratings. Healthcare professionals have been found to use patient demographic cues such as sex, race, and age when making decisions about pain treatment. However, there has been little research comparing healthcare professionals' (i.e., physicians and nurses) pain decision policies based on patient demographic cues. The current study used virtual human technology to examine the impact of patients' sex, race, and age on healthcare professionals' pain ratings. One hundred and ninety-three healthcare professionals (nurses and physicians) participated in this online study. Healthcare professionals assessed virtual human patients who were male and African American to be experiencing greater pain intensity and were more willing to administer opioid analgesics to them than to their demographic counterparts. Similarly, nurses were more willing to administer opioids make treatment decisions than physicians. There was also a significant virtual human-sex by healthcare professional interaction for pain assessment and treatment decisions. The sex difference (male>female) was greater for nurses than physicians. Results replicated findings of previous studies using virtual human patients to assess the effect of sex, race, and age in pain decision-making. In addition, healthcare professionals' pain ratings differed depending on healthcare profession. Nurses were more likely to rate pain higher and be more willing to administer opioid analgesics than were physicians. Healthcare professionals rated male and African American virtual human patients as having higher pain in most pain assessment and treatment domains compared to their demographic counterparts. Similarly the virtual human-sex difference ratings were more pronounced for nurses than physicians. Given the large number of patients seen throughout the healthcare professionals' careers, these pain practice biases have important public health implications. This study

  6. When Virtual Worlds Expand

    NASA Astrophysics Data System (ADS)

    Bainbridge, William Sims

    The future of a virtual world depends on whether it can grow in subjective size, cultural content, and numbers of human participants. In one form of growth, exemplified by Second Life, the scope of a world increases gradually as new sponsors pay for new territory and inhabitants create content. A very different form of growth is sudden expansion, as when World of Warcraft (WoW) added entire new continents in its Burning Crusade and Lich King expansions (Lummis and Kern 2006, 2008; Corneliussen and Rettberg 2008; Sims et al. 2008). Well-established gamelike worlds have often undergone many expansions. Both the pioneer science fiction game Anarchy Online, which was launched in 2001, and Star Wars Galaxies dating from 2003, have had three, and EVE Online also from 2003 has had nine, although smaller ones. This chapter reports research on WoW's 2008 Lich King expansion, using both quantitative and qualitative methods, in order to develop theoretical ideas of the implications of expansion for virtual worlds.

  7. NASA'S Solar System Exploration Research Virtual Institute: An international approach toward bringing science and human exploration together for mutual benefit

    NASA Astrophysics Data System (ADS)

    Schmidt, Gregory

    2016-07-01

    The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on research at the intersection of science and explora-tion, training the next generation of lunar scientists, and community development. The institute is a hub for opportunities that engage the larger scientific and exploration communities in order to form new interdis-ciplinary, research-focused collaborations. Its relative-ly large domestic teams work together along with in-ternational partners in both traditional and virtual set-tings to bring disparate approaches together for mutual benefit. This talk will describe the research efforts of the nine domestic teams that constitute the U.S. com-plement of the Institute and how it is engaging the in-ternational science and exploration communities through workshops, conferences, online seminars and classes, student exchange programs and internships. The Institute is centered on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars. It focuses on interdisciplinary, exploration-related science cen-tered around all airless bodies targeted as potential human destinations. Areas of study reported here will represent the broad spectrum of lunar, NEA, and Mar-tian moon sciences encompassing investigations of the surface, interior, exosphere, and near-space environ-ments as well as science uniquely enabled from these bodies. The technical focus ranges from investigations of plasma physics, geology/geochemistry, technology integration, solar system origins/evolution, regolith geotechnical properties, analogues, volatiles, ISRU and exploration potential of the target bodies. SSERVI enhances the widening knowledgebase of planetary research by acting as a bridge between several differ-ent groups and bringing together researchers from the scientific and exploration communities, multiple disci-plines across the full range of planetary sciences, and domestic and

  8. The Virtual University: Creating an Emergent Reality.

    ERIC Educational Resources Information Center

    Latta, Gail F.

    Higher education has traditionally been defined as a two dimensional affair concerned with content (curriculum) and pedagogy (instructional design). Information technologies are transforming the educational enterprise into a three-dimensional universe through the diversification of instructional delivery systems. The success of higher education in…

  9. The Joy of Creating Virtual Mathematical Sculptures.

    ERIC Educational Resources Information Center

    Chuan, Jen-chung

    The process of turning symbols into a mathematical sculpture has never been easier. A copy of Maple V release five and a Web browser configured with a VRML plug-in such as the Cosmo Player is necessary to do these activities. Maple V furnishes the computing environment with the capability of allowing for concentration on the mathematical…

  10. Using virtual humans to alleviate social anxiety: preliminary report from a comparative outcome study.

    PubMed

    Robillard, Genevève; Bouchard, Stéphane; Dumoulin, Stéphane; Guitard, Tanya; Klinger, Evelyne

    2010-01-01

    Empirical studies have consistently shown the effectiveness of a multicomponent CBT treatment of social anxiety disorder (SAD). Previous outcome studies on virtual reality and SAD have focused on people suffering from fear of public speaking and not full blown SAD. In this study, 45 adults receiving a DSM-IV-TR diagnostic of social anxiety were randomly assigned to traditional CBT treatment (with in vivo exposure), CBT-VR combined treatment, or a waiting list. Results show significant reduction of anxiety on all questionnaires as well as statistically significant interactions between both treatment groups and the waiting list.

  11. Intelligent virtual teacher

    NASA Astrophysics Data System (ADS)

    Takács, Ondřej; Kostolányová, Kateřina

    2016-06-01

    This paper describes the Virtual Teacher that uses a set of rules to automatically adapt the way of teaching. These rules compose of two parts: conditions on various students' properties or learning situation; conclusions that specify different adaptation parameters. The rules can be used for general adaptation of each subject or they can be specific to some subject. The rule based system of Virtual Teacher is dedicated to be used in pedagogical experiments in adaptive e-learning and is therefore designed for users without education in computer science. The Virtual Teacher was used in dissertation theses of two students, who executed two pedagogical experiments. This paper also describes the phase of simulating and modeling of the theoretically prepared adaptive process in the modeling tool, which has all the required parameters and has been created especially for the occasion. The experiments are being conducted on groups of virtual students and by using a virtual study material.

  12. Exploration of natural product ingredients as inhibitors of human HMG-CoA reductase through structure-based virtual screening

    PubMed Central

    Lin, Shih-Hung; Huang, Kao-Jean; Weng, Ching-Feng; Shiuan, David

    2015-01-01

    Cholesterol plays an important role in living cells. However, a very high level of cholesterol may lead to atherosclerosis. HMG-CoA (3-hydroxy-3-methylglutaryl coenzyme A) reductase is the key enzyme in the cholesterol biosynthesis pathway, and the statin-like drugs are inhibitors of human HMG-CoA reductase (hHMGR). The present study aimed to virtually screen for potential hHMGR inhibitors from natural product to discover hypolipidemic drug candidates with fewer side effects and lesser toxicities. We used the 3D structure 1HWK from the PDB (Protein Data Bank) database of hHMGR as the target to screen for the strongly bound compounds from the traditional Chinese medicine database. Many interesting molecules including polyphenolic compounds, polisubstituted heterocyclics, and linear lipophilic alcohols were identified and their ADMET (absorption, disrtibution, metabolism, excretion, toxicity) properties were predicted. Finally, four compounds were obtained for the in vitro validation experiments. The results indicated that curcumin and salvianolic acid C can effectively inhibit hHMGR, with IC50 (half maximal inhibitory concentration) values of 4.3 µM and 8 µM, respectively. The present study also demonstrated the feasibility of discovering new drug candidates through structure-based virtual screening. PMID:26170618

  13. Exploration of natural product ingredients as inhibitors of human HMG-CoA reductase through structure-based virtual screening.

    PubMed

    Lin, Shih-Hung; Huang, Kao-Jean; Weng, Ching-Feng; Shiuan, David

    2015-01-01

    Cholesterol plays an important role in living cells. However, a very high level of cholesterol may lead to atherosclerosis. HMG-CoA (3-hydroxy-3-methylglutaryl coenzyme A) reductase is the key enzyme in the cholesterol biosynthesis pathway, and the statin-like drugs are inhibitors of human HMG-CoA reductase (hHMGR). The present study aimed to virtually screen for potential hHMGR inhibitors from natural product to discover hypolipidemic drug candidates with fewer side effects and lesser toxicities. We used the 3D structure 1HWK from the PDB (Protein Data Bank) database of hHMGR as the target to screen for the strongly bound compounds from the traditional Chinese medicine database. Many interesting molecules including polyphenolic compounds, polisubstituted heterocyclics, and linear lipophilic alcohols were identified and their ADMET (absorption, disrtibution, metabolism, excretion, toxicity) properties were predicted. Finally, four compounds were obtained for the in vitro validation experiments. The results indicated that curcumin and salvianolic acid C can effectively inhibit hHMGR, with IC50 (half maximal inhibitory concentration) values of 4.3 µM and 8 µM, respectively. The present study also demonstrated the feasibility of discovering new drug candidates through structure-based virtual screening.

  14. Human recombinant beta-secretase immobilized enzyme reactor for fast hits' selection and characterization from a virtual screening library.

    PubMed

    De Simone, Angela; Mancini, Francesca; Cosconati, Sandro; Marinelli, Luciana; La Pietra, Valeria; Novellino, Ettore; Andrisano, Vincenza

    2013-01-25

    In the present work, a human recombinant BACE1 immobilized enzyme reactor (hrBACE1-IMER) has been applied for the sensitive fast screening of 38 compounds selected through a virtual screening approach. HrBACE1-IMER was inserted into a liquid chromatograph coupled with a fluorescent detector. A fluorogenic peptide substrate (M-2420), containing the β-secretase site of the Swedish mutation of APP, was injected and cleaved in the on-line HPLC-hrBACE1-IMER system, giving rise to the fluorescent product. The compounds of the library were tested for their ability to inhibit BACE1 in the immobilized format and to reduce the area related to the chromatographic peak of the fluorescent enzymatic product. The results were validated in solution by using two different FRET methods. Due to the efficient virtual screening methodology, more than fifty percent of the selected compounds showed a measurable inhibitory activity. One of the most active compound (a bis-indanone derivative) was characterized in terms of IC(50) and K(i) determination on the hrBACE1-IMER. Thus, the hrBACE1-IMER has been confirmed as a valid tool for the throughput screening of different chemical entities with potency lower than 30μM for the fast hits' selection and for mode of action determination.

  15. The attentional blink reveals serial working memory encoding: evidence from virtual and human event-related potentials.

    PubMed

    Craston, Patrick; Wyble, Brad; Chennu, Srivas; Bowman, Howard

    2009-03-01

    Observers often miss a second target (T2) if it follows an identified first target item (T1) within half a second in rapid serial visual presentation (RSVP), a finding termed the attentional blink. If two targets are presented in immediate succession, however, accuracy is excellent (Lag 1 sparing). The resource sharing hypothesis proposes a dynamic distribution of resources over a time span of up to 600 msec during the attentional blink. In contrast, the ST(2) model argues that working memory encoding is serial during the attentional blink and that, due to joint consolidation, Lag 1 is the only case where resources are shared. Experiment 1 investigates the P3 ERP component evoked by targets in RSVP. The results suggest that, in this context, P3 amplitude is an indication of bottom-up strength rather than a measure of cognitive resource allocation. Experiment 2, employing a two-target paradigm, suggests that T1 consolidation is not affected by the presentation of T2 during the attentional blink. However, if targets are presented in immediate succession (Lag 1 sparing), they are jointly encoded into working memory. We use the ST(2) model's neural network implementation, which replicates a range of behavioral results related to the attentional blink, to generate "virtual ERPs" by summing across activation traces. We compare virtual to human ERPs and show how the results suggest a serial nature of working memory encoding as implied by the ST(2) model.

  16. Human hippocampal and parahippocampal theta during goal-directed spatial navigation predicts performance on a virtual Morris water maze.

    PubMed

    Cornwell, Brian R; Johnson, Linda L; Holroyd, Tom; Carver, Frederick W; Grillon, Christian

    2008-06-04

    The hippocampus and parahippocampal cortices exhibit theta oscillations during spatial navigation in animals and humans, and in the former are thought to mediate spatial memory formation. Functional specificity of human hippocampal theta, however, is unclear. Neuromagnetic activity was recorded with a whole-head 275-channel magnetoencephalographic (MEG) system as healthy participants navigated to a hidden platform in a virtual reality Morris water maze. MEG data were analyzed for underlying oscillatory sources in the 4-8 Hz band using a spatial filtering technique (i.e., synthetic aperture magnetometry). Source analyses revealed greater theta activity in the left anterior hippocampus and parahippocampal cortices during goal-directed navigation relative to aimless movements in a sensorimotor control condition. Additional analyses showed that left anterior hippocampal activity was predominantly observed during the first one-half of training, pointing to a role for this region in early learning. Moreover, posterior hippocampal theta was highly correlated with navigation performance, with the former accounting for 76% of the variance of the latter. Our findings suggest human spatial learning is dependent on hippocampal and parahippocampal theta oscillations, extending to humans a significant body of research demonstrating such a pivotal role for hippocampal theta in animal navigation.

  17. Lost in Virtual Space: Studies in Human and Ideal Spatial Navigation

    ERIC Educational Resources Information Center

    Stankiewicz, Brian J.; Legge, Gordon E.; Mansfield, J. Stephen; Schlicht, Erik J.

    2006-01-01

    The authors describe 3 human spatial navigation experiments that investigate how limitations of perception, memory, uncertainty, and decision strategy affect human spatial navigation performance. To better understand the effect of these variables on human navigation performance, the authors developed an ideal-navigator model for indoor navigation…

  18. Lost in Virtual Space: Studies in Human and Ideal Spatial Navigation

    ERIC Educational Resources Information Center

    Stankiewicz, Brian J.; Legge, Gordon E.; Mansfield, J. Stephen; Schlicht, Erik J.

    2006-01-01

    The authors describe 3 human spatial navigation experiments that investigate how limitations of perception, memory, uncertainty, and decision strategy affect human spatial navigation performance. To better understand the effect of these variables on human navigation performance, the authors developed an ideal-navigator model for indoor navigation…

  19. Virtual Economies: Threats and Risks

    NASA Astrophysics Data System (ADS)

    Thorpe, Christopher; Hammer, Jessica; Camp, Jean; Callas, Jon; Bond, Mike

    In virtual economies, human and computer players produce goods and services, hold assets, and trade them with other in-game entities, in the same way that people and corporations participate in "real-world" economies. As the border between virtual worlds and the real world grows more and more permeable, privacy and security in virtual worlds matter more and more.

  20. The Persuasive Power of Virtual Reality: Effects of Simulated Human Distress on Attitudes towards Fire Safety

    NASA Astrophysics Data System (ADS)

    Chittaro, Luca; Zangrando, Nicola

    Although virtual reality (VR) is a powerful simulation tool that can allow users to experience the effects of their actions in vivid and memorable ways, explorations of VR as a persuasive technology are rare. In this paper, we focus on different ways of providing negative feedback for persuasive purposes through simulated experiences in VR. The persuasive goal we consider concerns awareness of personal fire safety issues and the experiment we describe focuses on attitudes towards smoke in evacuating buildings. We test two techniques: the first technique simulates the damaging effects of smoke on the user through a visualization that should not evoke strong emotions, while the second is aimed at partially reproducing the anxiety of an emergency situation. The results of the study show that the second technique is able to increase user's anxiety as well as producing better results in attitude change.

  1. Ligand- and structure-based virtual screening for clathrodin-derived human voltage-gated sodium channel modulators.

    PubMed

    Tomašić, Tihomir; Hartzoulakis, Basil; Zidar, Nace; Chan, Fiona; Kirby, Robert W; Madge, David J; Peigneur, Steve; Tytgat, Jan; Kikelj, Danijel

    2013-12-23

    Voltage-gated sodium channels (VGSC) are attractive targets for drug discovery because of the broad therapeutic potential of their modulators. On the basis of the structure of marine alkaloid clathrodin, we have recently discovered novel subtype-selective VGSC modulators I and II that were used as starting points for two different ligand-based virtual screening approaches for discovery of novel VGSC modulators. Similarity searching in the ZINC database of drug-like compounds based on compound I resulted in five state-dependent Na(v)1.3 and Na(v)1.7 modulators with improved activity compared to I (IC₅₀ < 20 μM). Compounds 2 and 16 that blocked sodium permeation in Na(v)1.7 with IC₅₀ values of 7 and 9 μM, respectively, are among the most potent clathrodin analogs discovered so far. In the case of compound II, 3D similarity searching in the same database was followed by docking of an enriched compound library into our human Na(v)1.4 open-pore homology model. Although some of the selected compounds, e.g., 31 and 32 displayed 21% and 22% inactivated state I(peak) block of Na(v)1.4 at 10 μM, respectively, none showed better Na(v)1.4 modulatory activity than compound II. Taken together, virtual screening yielded compounds 2 and 16, which represent novel scaffolds for the discovery of human Na(v)1.7 modulators.

  2. Policy needs and options for a common approach towards modelling and simulation of human physiology and diseases with a focus on the virtual physiological human.

    PubMed

    Viceconti, Marco; McCulloch, Andrew D

    2011-01-01

    Life is the result of an intricate systemic interaction between many processes occurring at radically different spatial and temporal scales. Every day, worldwide biomedical research and clinical practice produce a huge amount of information on such processes. However, this information being highly fragmented, its integration is largely left to the human actors who find this task increasingly and ever more demanding in a context where the information available continues to increase exponentially. Investments in the Virtual Physiological Human (VPH) research are largely motivated by the need for integration in healthcare. As all health information becomes digital, the complexity of health care will continue to evolve, translating into an ever increasing pressure which will result from a growing demand in parallel to limited budgets. Hence, the best way to achieve the dream of personalised, preventive, and participative medicine at sustainable costs will be through the integration of all available data, information and knowledge.

  3. Inhibitors of human tyrosyl-DNA phospodiesterase (hTdp1) developed by virtual screening using ligand-based pharmacophores.

    PubMed

    Weidlich, Iwona E; Dexheimer, Thomas; Marchand, Christophe; Antony, Smitha; Pommier, Yves; Nicklaus, Marc C

    2010-01-01

    Human tyrosyl-DNA phosphodiesterase (hTdp1) inhibitors have become a major area of drug research and structure-based design since they have been shown to work synergistically with camptothecin (CPT) and selectively in cancer cells. The pharmacophore features of 14 hTdp1 inhibitors were used as a filter to screen the ChemNavigator iResearch Library of about 27 million purchasable samples. Docking of the inhibitors and hits obtained from virtual screening was performed into a structural model of hTdp1 based on a high resolution X-ray crystal structure of human Tdp1 in complex with vanadate, DNA and a human topoisomerase I (TopI)-derived peptide (PDB code: 1NOP). A total of 46 compounds matching the three-dimensional arrangement of the pharmacophoric features were assayed. Using a high-throughput screening assay, we have identified an 1H-indol-3-yl-acetic acid derivative as a potent Tdp1 inhibitor with an IC(50) value of 7.94 microM. The obtained novel chemotype may provide a new scaffold for developing inhibitors of Tdp1. Copyright (c) 2009. Published by Elsevier Ltd.

  4. A video, text, and speech-driven realistic 3-d virtual head for human-machine interface.

    PubMed

    Yu, Jun; Wang, Zeng-Fu

    2015-05-01

    A multiple inputs-driven realistic facial animation system based on 3-D virtual head for human-machine interface is proposed. The system can be driven independently by video, text, and speech, thus can interact with humans through diverse interfaces. The combination of parameterized model and muscular model is used to obtain a tradeoff between computational efficiency and high realism of 3-D facial animation. The online appearance model is used to track 3-D facial motion from video in the framework of particle filtering, and multiple measurements, i.e., pixel color value of input image and Gabor wavelet coefficient of illumination ratio image, are infused to reduce the influence of lighting and person dependence for the construction of online appearance model. The tri-phone model is used to reduce the computational consumption of visual co-articulation in speech synchronized viseme synthesis without sacrificing any performance. The objective and subjective experiments show that the system is suitable for human-machine interaction.

  5. Discovery of a specific inhibitor of human GLUT5 by virtual screening and in vitro transport evaluation.

    PubMed

    George Thompson, Alayna M; Ursu, Oleg; Babkin, Petr; Iancu, Cristina V; Whang, Alex; Oprea, Tudor I; Choe, Jun-yong

    2016-04-14

    GLUT5, a fructose-transporting member of the facilitative glucose transporter (GLUT, SLC2) family, is a therapeutic target for diabetes and cancer but has no potent inhibitors. We virtually screened a library of 6 million chemicals onto a GLUT5 model and identified N-[4-(methylsulfonyl)-2-nitrophenyl]-1,3-benzodioxol-5-amine (MSNBA) as an inhibitor of GLUT5 fructose transport in proteoliposomes. MSNBA inhibition was specific to GLUT5; this inhibitor did not affect the fructose transport of human GLUT2 or the glucose transport of human GLUT1-4 or bacterial GlcPSe. In MCF7 cells, a human breast cancer cell line, MSNBA competitively inhibited GLUT5 fructose uptake with a KI of 3.2 ± 0.4 μM. Ligand docking, mutagenesis and functional studies indicate that MSNBA binds near the active site and inhibitor discrimination involves H387 of GLUT5. Thus, MSNBA is a selective and potent inhibitor of fructose transport via GLUT5, and the first chemical probe for this transporter. Our data indicate that active site differences in GLUT members could be exploited to further enhance ligand specificity.

  6. High availability using virtualization

    NASA Astrophysics Data System (ADS)

    Calzolari, Federico; Arezzini, Silvia; Ciampa, Alberto; Mazzoni, Enrico; Domenici, Andrea; Vaglini, Gigliola

    2010-04-01

    High availability has always been one of the main problems for a data center. Till now high availability was achieved by host per host redundancy, a highly expensive method in terms of hardware and human costs. A new approach to the problem can be offered by virtualization. Using virtualization, it is possible to achieve a redundancy system for all the services running on a data center. This new approach to high availability allows the running virtual machines to be distributed over a small number of servers, by exploiting the features of the virtualization layer: start, stop and move virtual machines between physical hosts. The 3RC system is based on a finite state machine, providing the possibility to restart each virtual machine over any physical host, or reinstall it from scratch. A complete infrastructure has been developed to install operating system and middleware in a few minutes. To virtualize the main servers of a data center, a new procedure has been developed to migrate physical to virtual hosts. The whole Grid data center SNS-PISA is running at the moment in virtual environment under the high availability system.

  7. Studying and Improving Human Response to Natural Hazards: Lessons from the Virtual Hurricane Lab

    NASA Astrophysics Data System (ADS)

    Meyer, R.; Broad, K.; Orlove, B. S.

    2010-12-01

    One of the most critical challenges facing communities in areas prone to natural hazards is how to best encourage residents to invest in individual and collective actions that would reduce the damaging impact of low-probability, high-consequence, environmental events. Unfortunately, what makes this goal difficult to achieve is that the relative rarity natural hazards implies that many who face the risk of natural hazards have no previous experience to draw on when making preparation decisions, or have prior experience that provides misleading guidance on how best to prepare. For example, individuals who have experienced strings of minor earthquakes or near-misses from tropical cyclones may become overly complacent about the risks that extreme events actually pose. In this presentation we report the preliminary findings of a program of work that explores the use of realistic multi-media hazard simulations designed for two purposes: 1) to serve as a basic research tool for studying of how individuals make decisions to prepare for rare natural hazards in laboratory settings; and 2) to serve as an educational tool for giving people in hazard-prone areas virtual experience in hazard preparation. We demonstrate a prototype simulation in which participants experience the approach of a virtual hurricane, where they have the opportunity to invest in different kinds of action to protect their home from damage. As the hurricane approaches participants have access to an “information dashboard” in which they can gather information about the storm threat from a variety of natural sources, including mock television weather broadcasts, web sites, and conversations with neighbors. In response to this information they then have the opportunity to invest in different levels of protective actions. Some versions of the simulation are designed as games, where participants are rewarded based on their ability to make the optimal trade-off between under and over-preparing for the

  8. Behavioral responses to epidemics in an online experiment: using virtual diseases to study human behavior.

    PubMed

    Chen, Frederick; Griffith, Amanda; Cottrell, Allin; Wong, Yue-Ling

    2013-01-01

    We report the results of a study we conducted using a simple multiplayer online game that simulates the spread of an infectious disease through a population composed of the players. We use our virtual epidemics game to examine how people respond to epidemics. The analysis shows that people's behavior is responsive to the cost of self-protection, the reported prevalence of disease, and their experiences earlier in the epidemic. Specifically, decreasing the cost of self-protection increases the rate of safe behavior. Higher reported prevalence also raises the likelihood that individuals would engage in self-protection, where the magnitude of this effect depends on how much time has elapsed in the epidemic. Individuals' experiences in terms of how often an infection was acquired when they did not engage in self-protection are another factor that determines whether they will invest in preventive measures later on. All else being equal, individuals who were infected at a higher rate are more likely to engage in self-protective behavior compared to those with a lower rate of infection. Lastly, fixing everything else, people's willingness to engage in safe behavior waxes or wanes over time, depending on the severity of an epidemic: when prevalence is high, people are more likely to adopt self-protective measures as time goes by; when prevalence is low, a 'self-protection fatigue' effect sets in whereby individuals are less willing to engage in safe behavior over time.

  9. Metric Sex Determination of the Human Coxal Bone on a Virtual Sample using Decision Trees.

    PubMed

    Savall, Frédéric; Faruch-Bilfeld, Marie; Dedouit, Fabrice; Sans, Nicolas; Rousseau, Hervé; Rougé, Daniel; Telmon, Norbert

    2015-11-01

    Decision trees provide an alternative to multivariate discriminant analysis, which is still the most commonly used in anthropometric studies. Our study analyzed the metric characterization of a recent virtual sample of 113 coxal bones using decision trees for sex determination. From 17 osteometric type I landmarks, a dataset was built with five classic distances traditionally reported in the literature and six new distances selected using the two-step ratio method. A ten-fold cross-validation was performed, and a decision tree was established on two subsamples (training and test sets). The decision tree established on the training set included three nodes and its application to the test set correctly classified 92% of individuals. This percentage was similar to the data of the literature. The usefulness of decision trees has been demonstrated in numerous fields. They have been already used in sex determination, body mass prediction, and ancestry estimation. This study shows another use of decision trees enabling simple and accurate sex determination.

  10. Development of a multi-modal virtual human knee joint for education and training in orthopaedics.

    PubMed

    Riener, R; Hoogen, J; Burgkart, R; Buss, M; Schmidt, G

    2001-01-01

    Due to limited simultaneous access to a greater pool of patients an effective training of medical students or young orthopedic physicians is difficult. A knee joint simulator that comprises the properties of a healthy or pathological knee can support medical education and training. In this paper a mechatronic system is presented that provides visual, acoustic, and haptic (force) feedback so that it allows a user to touch and move a virtual shank, bones or muscles within the leg, and simultaneously observe the generated movement, feel the contact force, and hear sounds. These and further features enable the user to study and assess the properties of the knee, e.g. by testing the joint laxity and end-point stiffness in six degrees-of-motion (DOF) and by grasping and pulling at muscles, rupturing ligaments or changing muscle/ligament paths. Such a tool can support training of physical knee evaluation required for diagnosis and therapeutic planning, since any kind of pathology of any subject type can be tested at any time. Furthermore, it can provide a better understanding of functional anatomy, e.g. for the education of medical students.

  11. Homology Model-Based Virtual Screening for the Identification of Human Helicase DDX3 Inhibitors.

    PubMed

    Fazi, Roberta; Tintori, Cristina; Brai, Annalaura; Botta, Lorenzo; Selvaraj, Manikandan; Garbelli, Anna; Maga, Giovanni; Botta, Maurizio

    2015-11-23

    Targeting cellular cofactors instead of viral enzymes represents a new strategy to combat infectious diseases, which should help to overcome the problem of viral resistance. Recently, it has been revealed that the cellular ATPase/RNA helicase X-linked DEAD-box polypeptide 3 (DDX3) is an essential host factor for the replication of several viruses such as HIV, HCV, JEV, Dengue, and West Nile. Accordingly, a drug targeting DDX3 could theoretically inhibit all viruses that are dependent on this host factor. Herein, for the first time, a model of hDDX3 in its closed conformation, which binds the viral RNA was developed by using the homology module of Prime through the Maestro interface of Schrodinger. Next, a structure-based virtual screening protocol was applied to identify DDX3 small molecule inhibitors targeting the RNA binding pocket. As a result, an impressive hit rate of 40% was obtained with the identification of 10 active compounds out of the 25 tested small molecules. The best poses of the active ligands highlighted the crucial residues to be targeted for the inhibition of the helicase activity of DDX3. The obtained results confirm the reliability of the constructed DDX3/RNA model and the proposed computational strategy for investigating novel DDX3 inhibitors.

  12. Can natural and virtual environments be used to promote improved human health and wellbeing?

    PubMed

    Depledge, M H; Stone, R J; Bird, W J

    2011-06-01

    Exposure of individuals to natural environments, such as forests and coastlines, can promote stress reduction and assist in mental recovery following intensive cognitive activities. Settings as simple as hospital window views onto garden-like scenes can also be influential in reducing patients' postoperative recovery periods and analgesic requirements. This paper reviews the evidence supporting the exploitation of these restorative natural environments in future healthcare strategies. The paper also describes early research addressing the development of multisensory, computer-generated restorative environments for the benefit of patients with a variety of psychologically related conditions (including depression, attention deficit disorder, pain, and sleep deficit), who may be unable to access and experience real natural environments, such as those in hospices, military rehabilitation centers, and long-term care facilities. The Table of Contents art is a virtual reconstruction of Wembury Bay, in the southwest of the UK, based on imported Digital Terrain Elevation Data (DTED) to provide the topography and a high-resolution aerial image to provide a template for the location of 3D building and vegetation models, rock features, and pathways. The 3D environment is rendered using the Unity 3 Game Development Tool and includes spatial sound effects (waves, wind, birdsong, etc.), physics-based features (such as early morning sea mist), time-of-day cycles, and real-time weather changes. The Village Church of St. Werburgh can also be seen in this image.

  13. Learning Experience with Virtual Worlds

    ERIC Educational Resources Information Center

    Wagner, Christian

    2008-01-01

    Virtual worlds create a new opportunity to enrich the educational experience through media-rich immersive learning. Virtual worlds have gained notoriety in games such as World of Warcraft (WoW), which has become the most successful online game ever, and in "general purpose" worlds, such as Second Life (SL), whose participation levels (more than 10…

  14. Learning Experience with Virtual Worlds

    ERIC Educational Resources Information Center

    Wagner, Christian

    2008-01-01

    Virtual worlds create a new opportunity to enrich the educational experience through media-rich immersive learning. Virtual worlds have gained notoriety in games such as World of Warcraft (WoW), which has become the most successful online game ever, and in "general purpose" worlds, such as Second Life (SL), whose participation levels (more than 10…

  15. Computer Based Virtual Field Trips.

    ERIC Educational Resources Information Center

    Clark, Kenneth F.; Hosticka, Alice; Schriver, Martha; Bedell, Jackie

    This paper discusses computer based virtual field trips that use technologies commonly found in public schools in the United States. The discussion focuses on the advantages of both using and creating these field trips for an instructional situation. A virtual field trip to Cumberland Island National Seashore, St. Marys, Georgia is used as a point…

  16. Spatial working memory in immersive virtual reality foraging: path organization, traveling distance and search efficiency in humans (Homo sapiens).

    PubMed

    De Lillo, Carlo; Kirby, Melissa; James, Frances C

    2014-05-01

    Search and serial recall tasks were used in the present study to characterize the factors affecting the ability of humans to keep track of a set of spatial locations while traveling in an immersive virtual reality foraging environment. The first experiment required the exhaustive exploration of a set of locations following a procedure previously used with other primate and non-primate species to assess their sensitivity to the geometric arrangement of foraging sites. The second experiment assessed the dependency of search performance on search organization by requiring the participants to recall specific trajectories throughout the foraging space. In the third experiment, the distance between the foraging sites was manipulated in order to contrast the effects of organization and traveling distance on recall accuracy. The results show that humans benefit from the use of organized search patterns when attempting to monitor their travel though either a clustered "patchy" space or a matrix of locations. Their ability to recall a series of locations is dependent on whether the order in which they are explored conformed or did not conform to specific organization principles. Moreover, the relationship between search efficiency and search organization is not confounded by effects of traveling distance. These results indicate that in humans, organizational factors may play a large role in their ability to forage efficiently. The extent to which such dependency may pertain to other primates and could be accounted for by visual organization processes is discussed on the basis of previous studies focused on perceptual grouping, search, and serial recall in non-human species.

  17. Numerical simulation of airflow and micro-particle deposition in human nasal airway pre- and post-virtual sphenoidotomy surgery.

    PubMed

    Bahmanzadeh, Hojat; Abouali, Omid; Faramarzi, Mohammad; Ahmadi, Goodarz

    2015-06-01

    In the present study, the effects of endoscopic sphenoidotomy surgery on the flow patterns and deposition of micro-particles in the human nasal airway and sphenoid sinus were investigated. A realistic model of a human nasal passage including nasal cavity and paranasal sinuses was constructed using a series of CT scan images of a healthy subject. Then, a virtual sphenoidotomy by endoscopic sinus surgery was performed in the left nasal passage and sphenoid sinus. Transient airflow patterns pre- and post-surgery during a full breathing cycle (inhalation and exhalation) were simulated numerically under cyclic flow condition. The Lagrangian approach was used for evaluating the transport and deposition of inhaled micro-particles. An unsteady particle tracking was performed for the inhalation phase of the breathing cycle for the case that particles were continuously entering into the nasal airway. The total deposition pattern and sphenoid deposition fraction of micro-particles were evaluated and compared for pre- and post-surgery cases. The presented results show that sphenoidotomy increased the airflow into the sphenoid sinus, which led to increased deposition of micro-particles in this region. Particles up to 25 μm were able to penetrate into the sphenoid in the post-operation case, and the highest deposition in the sphenoid for the resting breathing rate occurred for 10 μm particles at about 1.5%. Copyright © 2015 Elsevier Ltd. All rights reserved.

  18. Reorienting in Virtual 3D Environments: Do Adult Humans Use Principal Axes, Medial Axes or Local Geometry?

    PubMed Central

    Ambosta, Althea H.; Reichert, James F.; Kelly, Debbie M.

    2013-01-01

    Studies have shown that animals, including humans, use the geometric properties of environments to orient. It has been proposed that orientation is accomplished primarily by encoding the principal axes (i.e., global geometry) of an environment. However, recent research has shown that animals use local information such as wall length and corner angles as well as local shape parameters (i.e., medial axes) to orient. The goal of the current study was to determine whether adult humans reorient according to global geometry based on principal axes or whether reliance is on local geometry such as wall length and sense information or medial axes. Using a virtual environment task, participants were trained to select a response box located at one of two geometrically identical corners within a featureless rectangular-shaped environment. Participants were subsequently tested in a transformed L-shaped environment that allowed for a dissociation of strategies based on principal axes, medial axes and local geometry. Results showed that participants relied primarily on a medial axes strategy to reorient in the L-shaped test environment. Importantly, the search behaviour of participants could not be explained by a principal axes-based strategy. PMID:24223869

  19. Variability in cardiac electrophysiology: Using experimentally-calibrated populations of models to move beyond the single virtual physiological human paradigm.

    PubMed

    Muszkiewicz, Anna; Britton, Oliver J; Gemmell, Philip; Passini, Elisa; Sánchez, Carlos; Zhou, Xin; Carusi, Annamaria; Quinn, T Alexander; Burrage, Kevin; Bueno-Orovio, Alfonso; Rodriguez, Blanca

    2016-01-01

    Physiological variability manifests itself via differences in physiological function between individuals of the same species, and has crucial implications in disease progression and treatment. Despite its importance, physiological variability has traditionally been ignored in experimental and computational investigations due to averaging over samples from multiple individuals. Recently, modelling frameworks have been devised for studying mechanisms underlying physiological variability in cardiac electrophysiology and pro-arrhythmic risk under a variety of conditions and for several animal species as well as human. One such methodology exploits populations of cardiac cell models constrained with experimental data, or experimentally-calibrated populations of models. In this review, we outline the considerations behind constructing an experimentally-calibrated population of models and review the studies that have employed this approach to investigate variability in cardiac electrophysiology in physiological and pathological conditions, as well as under drug action. We also describe the methodology and compare it with alternative approaches for studying variability in cardiac electrophysiology, including cell-specific modelling approaches, sensitivity-analysis based methods, and populations-of-models frameworks that do not consider the experimental calibration step. We conclude with an outlook for the future, predicting the potential of new methodologies for patient-specific modelling extending beyond the single virtual physiological human paradigm.

  20. The functional role of human right hippocampal/parahippocampal theta rhythm in environmental encoding during virtual spatial navigation.

    PubMed

    Pu, Yi; Cornwell, Brian R; Cheyne, Douglas; Johnson, Blake W

    2017-03-01

    Low frequency theta band oscillations (4-8 Hz) are thought to provide a timing mechanism for hippocampal place cell firing and to mediate the formation of spatial memory. In rodents, hippocampal theta has been shown to play an important role in encoding a new environment during spatial navigation, but a similar functional role of hippocampal theta in humans has not been firmly established. To investigate this question, we recorded healthy participants' brain responses with a 160-channel whole-head MEG system as they performed two training sets of a virtual Morris water maze task. Environment layouts (except for platform locations) of the two sets were kept constant to measure theta activity during spatial learning in new and familiar environments. In line with previous findings, left hippocampal/parahippocampal theta showed more activation navigating to a hidden platform relative to random swimming. Consistent with our hypothesis, right hippocampal/parahippocampal theta was stronger during the first training set compared to the second one. Notably, theta in this region during the first training set correlated with spatial navigation performance across individuals in both training sets. These results strongly argue for the functional importance of right hippocampal theta in initial encoding of configural properties of an environment during spatial navigation. Our findings provide important evidence that right hippocampal/parahippocampal theta activity is associated with environmental encoding in the human brain. Hum Brain Mapp 38:1347-1361, 2017. © 2016 Wiley Periodicals, Inc.

  1. Virtual ancestor reconstruction: Revealing the ancestor of modern humans and Neandertals.

    PubMed

    Mounier, Aurélien; Mirazón Lahr, Marta

    2016-02-01

    The timing and geographic origin of the common ancestor of modern humans and Neandertals remain controversial. A poor Pleistocene hominin fossil record and the evolutionary complexities introduced by dispersals and regionalisation of lineages have fuelled taxonomic uncertainty, while new ancient genomic data have raised completely new questions. Here, we use maximum likelihood and 3D geometric morphometric methods to predict possible morphologies of the last common ancestor of modern humans and Neandertals from a simplified, fully resolved phylogeny. We describe the fully rendered 3D shapes of the predicted ancestors of humans and Neandertals, and assess their similarity to individual fossils or populations of fossils of Pleistocene age. Our results support models of an Afro-European ancestral population in the Middle Pleistocene (Homo heidelbergensis sensu lato) and further predict an African origin for this ancestral population. Copyright © 2015 Elsevier Ltd. All rights reserved.

  2. Ontological implications of being in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Morie, Jacquelyn F.

    2008-02-01

    The idea of Virtual Reality once conjured up visions of new territories to explore, and expectations of awaiting worlds of wonder. VR has matured to become a practical tool for therapy, medicine and commercial interests, yet artists, in particular, continue to expand the possibilities for the medium. Artistic virtual environments created over the past two decades probe the phenomenological nature of these virtual environments. When we inhabit a fully immersive virtual environment, we have entered into a new form of Being. Not only does our body continue to exist in the real, physical world, we are also embodied within the virtual by means of technology that translates our bodied actions into interactions with the virtual environment. Very few states in human existence allow this bifurcation of our Being, where we can exist simultaneously in two spaces at once, with the possible exception of meta-physical states such as shamanistic trance and out-of-body experiences. This paper discusses the nature of this simultaneous Being, how we enter the virtual space, what forms of persona we can don there, what forms of spaces we can inhabit, and what type of wondrous experiences we can both hope for and expect.

  3. Virtual First Impressions

    ERIC Educational Resources Information Center

    Bergren, Martha Dewey

    2005-01-01

    Frequently, a nurse's first and only contact with a graduate school, legislator, public health official, professional organization, or school nursing colleague is made through e-mail. The format, the content, and the appearance of the e-mail create a virtual first impression. Nurses can manage their image and the image of the profession by…

  4. War Games Go Virtual

    ERIC Educational Resources Information Center

    Carlson, Scott

    2006-01-01

    This article describes how researchers work with military to create the next generation of training technology. This article also describes the features of Flatworld, a virtual military training technology. Flatworld is one of many projects under development at the Institute for Creative Technologies, a research group that is supported primarily…

  5. Experiments in Virtual Supervision.

    ERIC Educational Resources Information Center

    Walker, Rob

    This paper examines the use of First Class conferencing software to create a virtual culture among research students and as a vehicle for supervision and advising. Topics discussed include: computer-mediated communication and research; entry to cyberculture, i.e., research students' induction into the research community; supervision and the…

  6. Virtual First Impressions

    ERIC Educational Resources Information Center

    Bergren, Martha Dewey

    2005-01-01

    Frequently, a nurse's first and only contact with a graduate school, legislator, public health official, professional organization, or school nursing colleague is made through e-mail. The format, the content, and the appearance of the e-mail create a virtual first impression. Nurses can manage their image and the image of the profession by…

  7. War Games Go Virtual

    ERIC Educational Resources Information Center

    Carlson, Scott

    2006-01-01

    This article describes how researchers work with military to create the next generation of training technology. This article also describes the features of Flatworld, a virtual military training technology. Flatworld is one of many projects under development at the Institute for Creative Technologies, a research group that is supported primarily…

  8. Design of a Virtual Player for Joint Improvisation with Humans in the Mirror Game.

    PubMed

    Zhai, Chao; Alderisio, Francesco; Słowiński, Piotr; Tsaneva-Atanasova, Krasimira; di Bernardo, Mario

    2016-01-01

    Joint improvisation is often observed among humans performing joint action tasks. Exploring the underlying cognitive and neural mechanisms behind the emergence of joint improvisation is an open research challenge. This paper investigates jointly improvised movements between two participants in the mirror game, a paradigmatic joint task example. First, experiments involving movement coordination of different dyads of human players are performed in order to build a human benchmark. No designation of leader and follower is given beforehand. We find that joint improvisation is characterized by the lack of a leader and high levels of movement synchronization. Then, a theoretical model is proposed to capture some features of their interaction, and a set of experiments is carried out to test and validate the model ability to reproduce the experimental observations. Furthermore, the model is used to drive a computer avatar able to successfully improvise joint motion with a human participant in real time. Finally, a convergence analysis of the proposed model is carried out to confirm its ability to reproduce joint movements between the participants.

  9. Design of a Virtual Player for Joint Improvisation with Humans in the Mirror Game

    PubMed Central

    Zhai, Chao; Alderisio, Francesco; Tsaneva-Atanasova, Krasimira; di Bernardo, Mario

    2016-01-01

    Joint improvisation is often observed among humans performing joint action tasks. Exploring the underlying cognitive and neural mechanisms behind the emergence of joint improvisation is an open research challenge. This paper investigates jointly improvised movements between two participants in the mirror game, a paradigmatic joint task example. First, experiments involving movement coordination of different dyads of human players are performed in order to build a human benchmark. No designation of leader and follower is given beforehand. We find that joint improvisation is characterized by the lack of a leader and high levels of movement synchronization. Then, a theoretical model is proposed to capture some features of their interaction, and a set of experiments is carried out to test and validate the model ability to reproduce the experimental observations. Furthermore, the model is used to drive a computer avatar able to successfully improvise joint motion with a human participant in real time. Finally, a convergence analysis of the proposed model is carried out to confirm its ability to reproduce joint movements between the participants. PMID:27123927

  10. Virtual HR: The Impact of Information Technology on the Human Resource Professional.

    ERIC Educational Resources Information Center

    Gardner, Sharyn D.; Lepak, David P.; Bartol, Kathyrn M.

    2003-01-01

    Responses from 357 complete pairs of human resources executives and professionals from the same company showed that information technology has increased autonomy, the responsiveness of their information dissemination, and networking with other professionals; they spend more time in technology support activities. Organizational climate moderated…

  11. Tailor-Made or Off-the-Peg? Virtual Courses in the Humanities.

    ERIC Educational Resources Information Center

    Channon, Geoffrey

    2000-01-01

    Describes how the British government views the electronic campus as a quick fix for delivering the ideas of a learning society and mass higher (and further) education. Argues that in the humanities interventions are needed to secure a meld between face-to-face teaching methods and the new technology. (CMK)

  12. Virtual Learning Worlds as a Bridge between Arts and Humanities and Science and Technology

    ERIC Educational Resources Information Center

    Dunning, Jeremy; Bhattacharya, Sunand; Daniels, David; Dunning, Katherine

    2007-01-01

    Science and technology, when applied to educational excellence, have become part of the arts and humanities of tomorrow. The interactive multimedia technology tools available to educators today provide an opportunity to build into the distance or traditional course through learning objects, highly interactive experiential exercises that allow the…

  13. Fractal multi-level organisation of human groups in a virtual world

    NASA Astrophysics Data System (ADS)

    Fuchs, Benedikt; Sornette, Didier; Thurner, Stefan

    2014-10-01

    Humans are fundamentally social. They form societies which consist of hierarchically layered nested groups of various quality, size, and structure. The anthropologic literature has classified these groups as support cliques, sympathy groups, bands, cognitive groups, tribes, linguistic groups, and so on. Anthropologic data show that, on average, each group consists of approximately three subgroups. However, a general understanding of the structural dependence of groups at different layers is largely missing. We extend these early findings to a very large high-precision large-scale internet-based social network data. We analyse the organisational structure of a complete, multi-relational, large social multiplex network of a human society consisting of about 400,000 odd players of an open-ended massive multiplayer online game for which we know all about their various group memberships at different layers. Remarkably, the online players' society exhibits the same type of structured hierarchical layers as found in hunter-gatherer societies. Our findings suggest that the hierarchical organisation of human society is deeply nested in human psychology.

  14. Virtual HR: The Impact of Information Technology on the Human Resource Professional.

    ERIC Educational Resources Information Center

    Gardner, Sharyn D.; Lepak, David P.; Bartol, Kathyrn M.

    2003-01-01

    Responses from 357 complete pairs of human resources executives and professionals from the same company showed that information technology has increased autonomy, the responsiveness of their information dissemination, and networking with other professionals; they spend more time in technology support activities. Organizational climate moderated…

  15. Human embryonic growth and development of the cerebellum using 3-dimensional ultrasound and virtual reality.

    PubMed

    Rousian, M; Groenenberg, I A L; Hop, W C; Koning, A H J; van der Spek, P J; Exalto, N; Steegers, E A P

    2013-08-01

    The aim of our study was to evaluate the first trimester cerebellar growth and development using 2 different measuring techniques: 3-dimensional (3D) and virtual reality (VR) ultrasound visualization. The cerebellum measurements were related to gestational age (GA) and crown-rump length (CRL). Finally, the reproducibility of both the methods was tested. In a prospective cohort study, we collected 630 first trimester, serially obtained, 3D ultrasound scans of 112 uncomplicated pregnancies between 7 + 0 and 12 + 6 weeks of GA. Only scans with high-quality images of the fossa posterior were selected for the analysis. Measurements were performed offline in the coronal plane using 3D (4D view) and VR (V-Scope) software. The VR enables the observer to use all available dimensions in a data set by visualizing the volume as a "hologram." Total cerebellar diameter, left, and right hemispheric diameter, and thickness were measured using both the techniques. All measurements were performed 3 times and means were used in repeated measurements analysis. After exclusion criteria were applied 177 (28%) 3D data sets were available for further analysis. The median GA was 10 + 0 weeks and the median CRL was 31.4 mm (range: 5.2-79.0 mm). The cerebellar parameters could be measured from 7 gestational weeks onward. The total cerebellar diameter increased from 2.2 mm at 7 weeks of GA to 13.9 mm at 12 weeks of GA using VR and from 2.2 to 13.8 mm using 3D ultrasound. The reproducibility, established in a subset of 35 data sets, resulted in intraclass correlation coefficient values ≥0.98. It can be concluded that cerebellar measurements performed by the 2 methods proved to be reproducible and comparable with each other. However, VR-using all three dimensions-provides a superior method for the visualization of the cerebellum. The constructed reference values can be used to study normal and abnormal cerebellar growth and development.

  16. Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  17. Library Virtual Tours: A Case Study

    ERIC Educational Resources Information Center

    Ashmore, Beth; Grogg, Jill E.

    2004-01-01

    Virtual tours delivered via the Web have become a common tool for both instruction and outreach. This article is a case study of the creation of a virtual tour for a university library and is intended to provide others interested in creating a virtual tour of their library the opportunity to learn from the mistakes and successes of fellow…

  18. Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  19. Library Virtual Tours: A Case Study

    ERIC Educational Resources Information Center

    Ashmore, Beth; Grogg, Jill E.

    2004-01-01

    Virtual tours delivered via the Web have become a common tool for both instruction and outreach. This article is a case study of the creation of a virtual tour for a university library and is intended to provide others interested in creating a virtual tour of their library the opportunity to learn from the mistakes and successes of fellow…

  20. Virtual Reference Services: Directions and Agendas.

    ERIC Educational Resources Information Center

    Gray, Suzanne M.

    2000-01-01

    Analyzes Web sites of ten large research libraries in order to establish a basic understanding of how some major libraries are currently providing virtual reference services. Discusses centralization; email reference guidelines; creating a service economy; expanding hours of service; virtual users' needs; and real-time virtual reference.…

  1. Three-dimensional virtual model of the human temporal bone: a stand-alone, downloadable teaching tool.

    PubMed

    Wang, Haobing; Northrop, Clarinda; Burgess, Barbara; Liberman, M Charles; Merchant, Saumil N

    2006-06-01

    To develop a three-dimensional virtual model of a human temporal bone based on serial histologic sections. The three-dimensional anatomy of the human temporal bone is complex, and learning it is a challenge for students in basic science and in clinical medicine. Every fifth histologic section from a normal 14-year-old male was digitized and imported into a general purpose three-dimensional rendering and analysis software package called Amira (version 3.1). The sections were aligned, and anatomic structures of interest were segmented. The three-dimensional model is a surface rendering of these structures of interest, which currently includes the bone and air spaces of the temporal bone; the perilymph and endolymph spaces; the sensory epithelia of the cochlear and vestibular labyrinths; the ossicles and tympanic membrane; the middle ear muscles; the carotid artery; and the cochlear, vestibular, and facial nerves. For each structure, the surface transparency can be individually controlled, thereby revealing the three-dimensional relations between surface landmarks and underlying structures. The three-dimensional surface model can also be "sliced open" at any section and the appropriate raw histologic image superimposed on the cleavage plane. The image stack can also be resectioned in any arbitrary plane. This model is a powerful teaching tool for learning the complex anatomy of the human temporal bone and for relating the two-dimensional morphology seen in a histologic section to the three-dimensional anatomy. The model can be downloaded from the Eaton-Peabody Laboratory web site, packaged within a cross-platform freeware three-dimensional viewer, which allows full rotation and transparency control.

  2. Acquisition of a Static Human Target in Complex Terrain: Study of Perceptual Learning Utilizing Virtual Environments

    DTIC Science & Technology

    2008-09-01

    inputs are somehow converted into perceptions of desks and computers, flowers and buildings, cars and planes; into sights, sounds, smells, taste and...K Peters, Ltd. CALL. (2007). Soldiers’ Handbook (For Official Use Only) (07-15 ed.). Fort Leavenworth, KS: Center for Army Lessons Learned...New Jersey 07430: Lawrence Erlbaum Associates, Inc. Estes, W. K. (Ed.). (1978). Handbook of Learning and Cognitive Processes Volume 5 Human

  3. Changes in Intracellular Na+ following Enhancement of Late Na+ Current in Virtual Human Ventricular Myocytes

    PubMed Central

    Giles, Wayne R.

    2016-01-01

    The slowly inactivating or late Na+ current, INa-L, can contribute to the initiation of both atrial and ventricular rhythm disturbances in the human heart. However, the cellular and molecular mechanisms that underlie these pro-arrhythmic influences are not fully understood. At present, the major working hypothesis is that the Na+ influx corresponding to INa-L significantly increases intracellular Na+, [Na+]i; and the resulting reduction in the electrochemical driving force for Na+ reduces and (may reverse) Na+/Ca2+ exchange. These changes increase intracellular Ca2+, [Ca2+]i; which may further enhance INa-L due to calmodulin-dependent phosphorylation of the Na+ channels. This paper is based on mathematical simulations using the O’Hara et al (2011) model of baseline or healthy human ventricular action potential waveforms(s) and its [Ca2+]i homeostasis mechanisms. Somewhat surprisingly, our results reveal only very small changes (≤ 1.5 mM) in [Na+]i even when INa-L is increased 5-fold and steady-state stimulation rate is approximately 2 times the normal human heart rate (i.e. 2 Hz). Previous work done using well-established models of the rabbit and human ventricular action potential in heart failure settings also reported little or no change in [Na+]i when INa-L was increased. Based on our simulations, the major short-term effect of markedly augmenting INa-L is a significant prolongation of the action potential and an associated increase in the likelihood of reactivation of the L-type Ca2+ current, ICa-L. Furthermore, this action potential prolongation does not contribute to [Na+]i increase. PMID:27875582

  4. Changes in Intracellular Na+ following Enhancement of Late Na+ Current in Virtual Human Ventricular Myocytes.

    PubMed

    Cardona, Karen; Trenor, Beatriz; Giles, Wayne R

    2016-01-01

    The slowly inactivating or late Na+ current, INa-L, can contribute to the initiation of both atrial and ventricular rhythm disturbances in the human heart. However, the cellular and molecular mechanisms that underlie these pro-arrhythmic influences are not fully understood. At present, the major working hypothesis is that the Na+ influx corresponding to INa-L significantly increases intracellular Na+, [Na+]i; and the resulting reduction in the electrochemical driving force for Na+ reduces and (may reverse) Na+/Ca2+ exchange. These changes increase intracellular Ca2+, [Ca2+]i; which may further enhance INa-L due to calmodulin-dependent phosphorylation of the Na+ channels. This paper is based on mathematical simulations using the O'Hara et al (2011) model of baseline or healthy human ventricular action potential waveforms(s) and its [Ca2+]i homeostasis mechanisms. Somewhat surprisingly, our results reveal only very small changes (≤ 1.5 mM) in [Na+]i even when INa-L is increased 5-fold and steady-state stimulation rate is approximately 2 times the normal human heart rate (i.e. 2 Hz). Previous work done using well-established models of the rabbit and human ventricular action potential in heart failure settings also reported little or no change in [Na+]i when INa-L was increased. Based on our simulations, the major short-term effect of markedly augmenting INa-L is a significant prolongation of the action potential and an associated increase in the likelihood of reactivation of the L-type Ca2+ current, ICa-L. Furthermore, this action potential prolongation does not contribute to [Na+]i increase.

  5. Model-based 3D human shape estimation from silhouettes for virtual fitting

    NASA Astrophysics Data System (ADS)

    Saito, Shunta; Kouchi, Makiko; Mochimaru, Masaaki; Aoki, Yoshimitsu

    2014-03-01

    We propose a model-based 3D human shape reconstruction system from two silhouettes. Firstly, we synthesize a deformable body model from 3D human shape database consists of a hundred whole body mesh models. Each mesh model is homologous, so that it has the same topology and same number of vertices among all models. We perform principal component analysis (PCA) on the database and synthesize an Active Shape Model (ASM). ASM allows changing the body type of the model with a few parameters. The pose changing of our model can be achieved by reconstructing the skeleton structures from implanted joints of the model. By applying pose changing after body type deformation, our model can represents various body types and any pose. We apply the model to the problem of 3D human shape reconstruction from front and side silhouette. Our approach is simply comparing the contours between the model's and input silhouettes', we then use only torso part contour of the model to reconstruct whole shape. We optimize the model parameters by minimizing the difference between corresponding silhouettes by using a stochastic, derivative-free non-linear optimization method, CMA-ES.

  6. Managing and Developing People in the Virtual Organization. Professional Practices in Adult Education and Human Resource Development Series.

    ERIC Educational Resources Information Center

    Colky, Deborah Lavin; Colky, Michael T.; Young, William H., III

    Designed for managers and workers in virtual organizations as well as adult and continuing educators in higher education, associations, and private sector, this book outlines a customer-driven performance management system and explains its use as a development tool. The characteristics of virtual organizations are described, and the rationale for…

  7. Virtual reality and anthropology.

    PubMed

    Recheis, W; Weber, G W; Schäfer, K; Knapp, R; Seidler, H; zur Nedden, D

    1999-08-01

    Since the discovery of the Tyrolean Iceman in 1991 advanced imaging and post processing techniques were successfully applied in anthropology. Specific techniques include spiral computed tomography and 3-dimensional reconstructions including stereolithographic and fused deposition modeling of volume data sets. The Iceman's skull was the first to be reproduced using stereolithography, before this method was successfully applied in preoperative planning. With the advent of high-end graphics workstations and biomedical image processing software packages, 3-dimensional reconstructions were established as a routine tool for analyzing volume data sets. These techniques opened totally new insights in the field of physical anthropology. Computed tomography became the ideal research tool to access the internal structures of various precious fossils without damaging or even touching them. Many of the most precious specimens from the species Autralopithecus (1.8-3.5 Myears), Homo heidelbergensis (200-600 kyears) or Homo neanderthalensis (40-100 kyears) were scanned during the last 5 years. Often the fossils are filled with a stone matrix or other materials. During the postprocessing routines highly advanced algorithms were used to remove virtually these incrustations. Thus it was possible to visualize the morphological structures that lie beneath the matrix. Some specimen were partially destroyed, so the missing parts were reconstructed on computer screen in order to get estimations of the brain volume and endocranial morphology, both major fields of interest in physical anthropology. Moreover the computerized form of the data allows new descriptions of morphologic structures by the means of 'geometric morphometrics'. Some of the results may change aspects and interpretations in human evolution. The introduction of new imaging and post processing techniques created a new field of research: Virtual Anthropology.

  8. Creating Poetry.

    ERIC Educational Resources Information Center

    Drury, John

    Encouraging exploration and practice, this book offers hundreds of exercises and numerous tips covering every step involved in creating poetry. Each chapter is a self-contained unit offering an overview of material in the chapter, a definition of terms, and poetry examples from well-known authors designed to supplement the numerous exercises.…

  9. Initial construct validity evidence of a virtual human application for competency assessment in breaking bad news to a cancer patient

    PubMed Central

    Guetterman, Timothy C; Kron, Frederick W; Campbell, Toby C; Scerbo, Mark W; Zelenski, Amy B; Cleary, James F; Fetters, Michael D

    2017-01-01

    Background Despite interest in using virtual humans (VHs) for assessing health care communication, evidence of validity is limited. We evaluated the validity of a VH application, MPathic-VR, for assessing performance-based competence in breaking bad news (BBN) to a VH patient. Methods We used a two-group quasi-experimental design, with residents participating in a 3-hour seminar on BBN. Group A (n=15) completed the VH simulation before and after the seminar, and Group B (n=12) completed the VH simulation only after the BBN seminar to avoid the possibility that testing alone affected performance. Pre- and postseminar differences for Group A were analyzed with a paired t-test, and comparisons between Groups A and B were analyzed with an independent t-test. Results Compared to the preseminar result, Group A’s postseminar scores improved significantly, indicating that the VH program was sensitive to differences in assessing performance-based competence in BBN. Postseminar scores of Group A and Group B were not significantly different, indicating that both groups performed similarly on the VH program. Conclusion Improved pre–post scores demonstrate acquisition of skills in BBN to a VH patient. Pretest sensitization did not appear to influence posttest assessment. These results provide initial construct validity evidence that the VH program is effective for assessing BBN performance-based communication competence. PMID:28794664

  10. Identification and Validation of Novel Human Pregnane X Receptor Activators among Prescribed Drugs via Ligand-Based Virtual Screening

    PubMed Central

    Pan, Yongmei; Li, Linhao; Kim, Gregory; Ekins, Sean; Wang, Hongbing

    2011-01-01

    Human pregnane X receptor (hPXR) plays a key role in regulating metabolism and clearance of endogenous and exogenous substances. Identification of novel hPXR activators among commercial drugs may aid in avoiding drug-drug interactions during coadministration. We applied ligand-based computational approaches for virtual screening of a commonly prescribed drug database (SCUT). Bayesian classification models were generated with a training set comprising 177 compounds using Fingerprints and 117 structural descriptors. A cell-based luciferase reporter assay was used for evaluation of chemical-mediated hPXR activation in HepG2 cells. All compounds were tested at 10 μM concentration with rifampicin and dimethyl sulfoxide as positive and negative controls, respectively. The Bayesian models showed specificity and overall prediction accuracy up to 0.92 and 0.69 for test set compounds. Screening the SCUT database with this model retrieved 105 hits and 17 compounds from the top 25 hits were chosen for in vitro testing. The reporter assay confirmed that nine drugs, i.e., fluticasone, nimodipine, nisoldipine, beclomethasone, finasteride, flunisolide, megestrol, secobarbital, and aminoglutethimide, were previously unidentified hPXR activators. Thus, the present study demonstrates that novel hPXR activators can be efficiently identified among U.S. Food and Drug Administration-approved and commonly prescribed drugs, which should lead to detection and prevention of potential drug-drug interactions. PMID:21068194

  11. Initial construct validity evidence of a virtual human application for competency assessment in breaking bad news to a cancer patient.

    PubMed

    Guetterman, Timothy C; Kron, Frederick W; Campbell, Toby C; Scerbo, Mark W; Zelenski, Amy B; Cleary, James F; Fetters, Michael D

    2017-01-01

    Despite interest in using virtual humans (VHs) for assessing health care communication, evidence of validity is limited. We evaluated the validity of a VH application, MPathic-VR, for assessing performance-based competence in breaking bad news (BBN) to a VH patient. We used a two-group quasi-experimental design, with residents participating in a 3-hour seminar on BBN. Group A (n=15) completed the VH simulation before and after the seminar, and Group B (n=12) completed the VH simulation only after the BBN seminar to avoid the possibility that testing alone affected performance. Pre- and postseminar differences for Group A were analyzed with a paired t-test, and comparisons between Groups A and B were analyzed with an independent t-test. Compared to the preseminar result, Group A's postseminar scores improved significantly, indicating that the VH program was sensitive to differences in assessing performance-based competence in BBN. Postseminar scores of Group A and Group B were not significantly different, indicating that both groups performed similarly on the VH program. Improved pre-post scores demonstrate acquisition of skills in BBN to a VH patient. Pretest sensitization did not appear to influence posttest assessment. These results provide initial construct validity evidence that the VH program is effective for assessing BBN performance-based communication competence.

  12. Increased costs reduce reciprocal helping behaviour of humans in a virtual evacuation experiment

    PubMed Central

    Bode, Nikolai W. F.; Miller, Jordan; O’Gorman, Rick; Codling, Edward A.

    2015-01-01

    Altruistic behaviour is widespread and highly developed in humans and can also be found in some animal species. It has been suggested that altruistic tendencies can depend on costs, benefits and context. Here, we investigate the changes in the occurrence of helping behaviour in a computer-based experiment that simulates an evacuation from a building exploring the effect of varying the cost to help. Our findings illuminate a number of key mechanistic aspects of human decision-making about whether to help or not. In a novel situation where it is difficult to assess the risks associated with higher costs, we reproduce the finding that increasing costs reduce helping and find that the reduction in the frequency of helping behaviour is gradual rather than a sudden transition for a threshold cost level. Interestingly, younger and male participants were more likely to help. We provide potential explanations for this result relating to the nature of our experiment. Finally, we find no evidence that participants in our experiment plan ahead over two consecutive, inter-dependent helping opportunities when conducting cost-benefit trade-offs in spontaneous decisions. We discuss potential applications of our findings to research into decision-making during evacuations. PMID:26541505

  13. Increased costs reduce reciprocal helping behaviour of humans in a virtual evacuation experiment

    NASA Astrophysics Data System (ADS)

    Bode, Nikolai W. F.; Miller, Jordan; O'Gorman, Rick; Codling, Edward A.

    2015-11-01

    Altruistic behaviour is widespread and highly developed in humans and can also be found in some animal species. It has been suggested that altruistic tendencies can depend on costs, benefits and context. Here, we investigate the changes in the occurrence of helping behaviour in a computer-based experiment that simulates an evacuation from a building exploring the effect of varying the cost to help. Our findings illuminate a number of key mechanistic aspects of human decision-making about whether to help or not. In a novel situation where it is difficult to assess the risks associated with higher costs, we reproduce the finding that increasing costs reduce helping and find that the reduction in the frequency of helping behaviour is gradual rather than a sudden transition for a threshold cost level. Interestingly, younger and male participants were more likely to help. We provide potential explanations for this result relating to the nature of our experiment. Finally, we find no evidence that participants in our experiment plan ahead over two consecutive, inter-dependent helping opportunities when conducting cost-benefit trade-offs in spontaneous decisions. We discuss potential applications of our findings to research into decision-making during evacuations.

  14. Increased costs reduce reciprocal helping behaviour of humans in a virtual evacuation experiment.

    PubMed

    Bode, Nikolai W F; Miller, Jordan; O'Gorman, Rick; Codling, Edward A

    2015-11-06

    Altruistic behaviour is widespread and highly developed in humans and can also be found in some animal species. It has been suggested that altruistic tendencies can depend on costs, benefits and context. Here, we investigate the changes in the occurrence of helping behaviour in a computer-based experiment that simulates an evacuation from a building exploring the effect of varying the cost to help. Our findings illuminate a number of key mechanistic aspects of human decision-making about whether to help or not. In a novel situation where it is difficult to assess the risks associated with higher costs, we reproduce the finding that increasing costs reduce helping and find that the reduction in the frequency of helping behaviour is gradual rather than a sudden transition for a threshold cost level. Interestingly, younger and male participants were more likely to help. We provide potential explanations for this result relating to the nature of our experiment. Finally, we find no evidence that participants in our experiment plan ahead over two consecutive, inter-dependent helping opportunities when conducting cost-benefit trade-offs in spontaneous decisions. We discuss potential applications of our findings to research into decision-making during evacuations.

  15. Virtual Laboratories

    NASA Astrophysics Data System (ADS)

    Hut, P.

    At the frontier of most areas in science, computer simulations playa central role. The traditional division of natural science into experimental and theoretical investigations is now completely outdated. Instead, theory, simulation, and experimentation form three equally essential aspects, each with its own unique flavor and challenges. Yet, education in computational science is still lagging far behind, and the number of text books in this area is minuscule compared to the many text books on theoretical and experimental science. As a result, many researchers still carry out simulations in a haphazard way, without properly setting up the computational equivalent of a well equipped laboratory. The art of creating such a virtual laboratory, while providing proper extensibility and documentation, is still in its infancy. A new approach is described here, Open Knowledge, as an extension of the notion of Open Source software. Besides open source code, manuals, and primers, an open knowledge project provides simulated dialogues between code developers, thus sharing not only the code, but also the motivations behind the code.

  16. Creating a charter of collaboration for international university partnerships: the Elmina Declaration for Human Resources for Health.

    PubMed

    Anderson, Frank; Donkor, Peter; de Vries, Raymond; Appiah-Denkyira, Ebenezer; Dakpallah, George Fidelis; Rominski, Sarah; Hassinger, Jane; Lou, Airong; Kwansah, Janet; Moyer, Cheryl; Rana, Gurpreet K; Lawson, Aaron; Ayettey, Seth

    2014-08-01

    The potential of international academic partnerships to build global capacity is critical in efforts to improve health in poorer countries. Academic collaborations, however, are challenged by distance, communication issues, cultural differences, and historical context. The Collaborative Health Alliance for Reshaping Training, Education, and Research project (funded by the Bill and Melinda Gates Foundation and implemented through academic medicine and public health and governmental institutions in Michigan and Ghana) took a prospective approach to address these issues. The project had four objectives: to create a "charter for collaboration" (CFC), to improve data-driven policy making, to enhance health care provider education, and to increase research capacity. The goal of the CFC was to establish principles to guide the course of the technical work. All participants participated at an initial conference in Elmina, Ghana. Nine months later, the CFC had been revised and adopted. A qualitative investigation of the CFC's effects identified three themes: the CFC's unique value, the influence of the process of creating the CFC on patterns of communication, and the creation of a context for research and collaboration. Creating the CFC established a context in which implementing technical interventions became an opportunity for dialogue and developing a mutually beneficial partnership. To increase the likelihood that research results would be translated into policy reforms, the CFC made explicit the opportunities, potential problems, and institutional barriers to be overcome. The process of creating a CFC and the resulting document define a new standard in academic and governmental partnerships.

  17. Novel virtual screening approach for the discovery of human tyrosinase inhibitors.

    PubMed

    Ai, Ni; Welsh, William J; Santhanam, Uma; Hu, Hong; Lyga, John

    2014-01-01

    Tyrosinase is the key enzyme involved in the human pigmentation process, as well as the undesired browning of fruits and vegetables. Compounds inhibiting tyrosinase catalytic activity are an important class of cosmetic and dermatological agents which show high potential as depigmentation agents used for skin lightening. The multi-step protocol employed for the identification of novel tyrosinase inhibitors incorporated the Shape Signatures computational algorithm for rapid screening of chemical libraries. This algorithm converts the size and shape of a molecule, as well its surface charge distribution and other bio-relevant properties, into compact histograms (signatures) that lend themselves to rapid comparison between molecules. Shape Signatures excels at scaffold hopping across different chemical families, which enables identification of new actives whose molecular structure is distinct from other known actives. Using this approach, we identified a novel class of depigmentation agents that demonstrated promise for skin lightening product development.

  18. Novel Virtual Screening Approach for the Discovery of Human Tyrosinase Inhibitors

    PubMed Central

    Ai, Ni; Welsh, William J.; Santhanam, Uma; Hu, Hong; Lyga, John

    2014-01-01

    Tyrosinase is the key enzyme involved in the human pigmentation process, as well as the undesired browning of fruits and vegetables. Compounds inhibiting tyrosinase catalytic activity are an important class of cosmetic and dermatological agents which show high potential as depigmentation agents used for skin lightening. The multi-step protocol employed for the identification of novel tyrosinase inhibitors incorporated the Shape Signatures computational algorithm for rapid screening of chemical libraries. This algorithm converts the size and shape of a molecule, as well its surface charge distribution and other bio-relevant properties, into compact histograms (signatures) that lend themselves to rapid comparison between molecules. Shape Signatures excels at scaffold hopping across different chemical families, which enables identification of new actives whose molecular structure is distinct from other known actives. Using this approach, we identified a novel class of depigmentation agents that demonstrated promise for skin lightening product development. PMID:25426625

  19. An Intelligent Crawler for a Virtual World

    ERIC Educational Resources Information Center

    Eno, Joshua

    2010-01-01

    Virtual worlds, which allow users to create and interact with content in a 3D, multi-user environment, growing and becoming more integrated with the traditional flat web. However, little is empirically known about the content users create in virtual world and how it can be indexed and searched effectively. In order to gain a better understanding…

  20. An Intelligent Crawler for a Virtual World

    ERIC Educational Resources Information Center

    Eno, Joshua

    2010-01-01

    Virtual worlds, which allow users to create and interact with content in a 3D, multi-user environment, growing and becoming more integrated with the traditional flat web. However, little is empirically known about the content users create in virtual world and how it can be indexed and searched effectively. In order to gain a better understanding…

  1. VIRTUAL FRAME BUFFER INTERFACE

    NASA Technical Reports Server (NTRS)

    Wolfe, T. L.

    1994-01-01

    Large image processing systems use multiple frame buffers with differing architectures and vendor supplied user interfaces. This variety of architectures and interfaces creates software development, maintenance, and portability problems for application programs. The Virtual Frame Buffer Interface program makes all frame buffers appear as a generic frame buffer with a specified set of characteristics, allowing programmers to write code which will run unmodified on all supported hardware. The Virtual Frame Buffer Interface converts generic commands to actual device commands. The virtual frame buffer consists of a definition of capabilities and FORTRAN subroutines that are called by application programs. The virtual frame buffer routines may be treated as subroutines, logical functions, or integer functions by the application program. Routines are included that allocate and manage hardware resources such as frame buffers, monitors, video switches, trackballs, tablets and joysticks; access image memory planes; and perform alphanumeric font or text generation. The subroutines for the various "real" frame buffers are in separate VAX/VMS shared libraries allowing modification, correction or enhancement of the virtual interface without affecting application programs. The Virtual Frame Buffer Interface program was developed in FORTRAN 77 for a DEC VAX 11/780 or a DEC VAX 11/750 under VMS 4.X. It supports ADAGE IK3000, DEANZA IP8500, Low Resolution RAMTEK 9460, and High Resolution RAMTEK 9460 Frame Buffers. It has a central memory requirement of approximately 150K. This program was developed in 1985.

  2. VIRTUAL FRAME BUFFER INTERFACE

    NASA Technical Reports Server (NTRS)

    Wolfe, T. L.

    1994-01-01

    Large image processing systems use multiple frame buffers with differing architectures and vendor supplied user interfaces. This variety of architectures and interfaces creates software development, maintenance, and portability problems for application programs. The Virtual Frame Buffer Interface program makes all frame buffers appear as a generic frame buffer with a specified set of characteristics, allowing programmers to write code which will run unmodified on all supported hardware. The Virtual Frame Buffer Interface converts generic commands to actual device commands. The virtual frame buffer consists of a definition of capabilities and FORTRAN subroutines that are called by application programs. The virtual frame buffer routines may be treated as subroutines, logical functions, or integer functions by the application program. Routines are included that allocate and manage hardware resources such as frame buffers, monitors, video switches, trackballs, tablets and joysticks; access image memory planes; and perform alphanumeric font or text generation. The subroutines for the various "real" frame buffers are in separate VAX/VMS shared libraries allowing modification, correction or enhancement of the virtual interface without affecting application programs. The Virtual Frame Buffer Interface program was developed in FORTRAN 77 for a DEC VAX 11/780 or a DEC VAX 11/750 under VMS 4.X. It supports ADAGE IK3000, DEANZA IP8500, Low Resolution RAMTEK 9460, and High Resolution RAMTEK 9460 Frame Buffers. It has a central memory requirement of approximately 150K. This program was developed in 1985.

  3. SimCoach Evaluation: A Virtual Human Intervention to Encourage Service-Member Help-Seeking for Posttraumatic Stress Disorder and Depression

    DTIC Science & Technology

    2015-01-01

    Intervention to Encourage Service-Member Help-Seeking for Posttraumatic Stress Disorder and Depression C O R P O R A T I O N Report Documentation Page Form...Posttraumatic Stress Disorder and Depression 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e...symptoms of posttraumatic stress disorder or depres- sion, to seek help to improve their psychological health. It features a virtual human who speaks

  4. Simulated Conversations With Virtual Humans to Improve Patient-Provider Communication and Reduce Unnecessary Prescriptions for Antibiotics: A Repeated Measure Pilot Study

    PubMed Central

    2017-01-01

    Background Despite clear evidence that antibiotics do not cure viral infections, the problem of unnecessary prescribing of antibiotics in ambulatory care persists, and in some cases, prescribing patterns have increased. The overuse of antibiotics for treating viral infections has created numerous economic and clinical consequences including increased medical costs due to unnecessary hospitalizations, antibiotic resistance, disruption of gut bacteria, and obesity. Recent research has underscored the importance of collaborative patient-provider communication as a means to reduce the high rates of unnecessary prescriptions for antibiotics. However, most patients and providers do not feel prepared to engage in such challenging conversations. Objectives The aim of this pilot study was to assess the ability of a brief 15-min simulated role-play conversation with virtual humans to serve as a preliminary step to help health care providers and patients practice, and learn how to engage in effective conversations about antibiotics overuse. Methods A total of 69 participants (35 providers and 34 patients) completed the simulation once in one sitting. A pre-post repeated measures design was used to assess changes in patients’ and providers’ self-reported communication behaviors, activation, and preparedness, intention, and confidence to effectively communicate in the patient-provider encounter. Changes in patients’ knowledge and beliefs regarding antibiotic use were also evaluated. Results Patients experienced a short-term positive improvement in beliefs about appropriate antibiotic use for infection (F1,30=14.10, P=.001). Knowledge scores regarding the correct uses of antibiotics improved immediately postsimulation, but decreased at the 1-month follow-up (F1,30=31.16, P<.001). There was no change in patient activation and shared decision-making (SDM) scores in the total sample of patients (P>.10) Patients with lower levels of activation exhibited positive, short

  5. [Development of a virtual model of fibro-bronchoscopy].

    PubMed

    Solar, Mauricio; Ducoing, Eugenio

    2011-09-01

    A virtual model of fibro-bronchoscopy is reported. The virtual model represents in 3D the trachea and the bronchi creating a virtual world of the bronchial tree. The bronchoscope is modeled to look over the bronchial tree imitating the displacement and rotation of the real bronchoscope. The parameters of the virtual model were gradually adjusted according to expert opinion and allowed the training of specialists with a virtual bronchoscope of great realism. The virtual bronchial tree provides clues of reality regarding the movement of the bronchoscope, creating the illusion that the virtual instrument is behaving as the real one with all the benefits in costs that this means.

  6. Applying Virtual Reality to commercial Edutainment

    NASA Technical Reports Server (NTRS)

    Grissom, F.; Goza, Sharon P.; Goza, S. Michael

    1994-01-01

    Virtual reality (VR) when defined as a computer generated, immersive, three dimensional graphics environment which provides varying degrees of interactivity, remains an expensive, highly specialized application, yet to find its way into the school, home, or business. As a novel approach to a theme park-type attraction, though, its use can be justified. This paper describes how a virtual reality 'tour of the human digestive system' was created for the Omniplex Science Museum of Oklahoma City, Oklahoma. The customers main objectives were: (1) to educate; (2) to entertain; (3) to draw visitors; and (4) to generate revenue. The 'Edutainment' system ultimately delivered met these goals. As more such systems come into existence the resulting library of licensable programs will greatly reduce development costs to individual institutions.

  7. Virtual volatility

    NASA Astrophysics Data System (ADS)

    Silva, A. Christian; Prange, Richard E.

    2007-03-01

    We introduce the concept of virtual volatility. This simple but new measure shows how to quantify the uncertainty in the forecast of the drift component of a random walk. The virtual volatility also is a useful tool in understanding the stochastic process for a given portfolio. In particular, and as an example, we were able to identify mean reversion effect in our portfolio. Finally, we briefly discuss the potential practical effect of the virtual volatility on an investor asset allocation strategy.

  8. Virtual Reality

    DTIC Science & Technology

    1993-04-01

    AuD-A278 294 1993 Executive Research Project S12 Virtul Reality Lieutenant Colonel James F. Dailey U.S. Air Force Faculty Research Advisor Dr. C...until exhausted. SECURITY CLASSIFICATION OF THIS PAGE All other editions are obsolete. UNCLASSIFIED "VIRTUAL REALITY JAMES F. DAILEY, LIEUTENANT COLONEL...US" This paper reviews the exciting field of virtual reality . The author describes the basic concepts of virtual reality and finds that its numerous

  9. Human chorionic gonadotropin is expressed virtually in all intracranial germ cell tumors.

    PubMed

    Takami, Hirokazu; Fukushima, Shintaro; Fukuoka, Kohei; Suzuki, Tomonari; Yanagisawa, Takaaki; Matsushita, Yuko; Nakamura, Taishi; Arita, Hideyuki; Mukasa, Akitake; Saito, Nobuhito; Kanamori, Masayuki; Kumabe, Toshihiro; Tominaga, Teiji; Kobayashi, Keiichi; Nagane, Motoo; Iuchi, Toshihiko; Tamura, Kaoru; Maehara, Taketoshi; Sugiyama, Kazuhiko; Nakada, Mitsutoshi; Kanemura, Yonehiro; Nonaka, Masahiro; Yokogami, Kiyotaka; Takeshima, Hideo; Narita, Yoshitaka; Shibui, Soichiro; Nakazato, Yoichi; Nishikawa, Ryo; Ichimura, Koichi; Matsutani, Masao

    2015-08-01

    Human chorionic gonadotropin (hCG) production has been utilized as a diagnostic marker for germinoma with syncytiotrophoblastic giant cells (STGC) and choriocarcinoma. Elevated hCG in germinoma is considered to predict less favorable prognosis, and an intensive treatment strategy may accordingly be applied. However, there is some evidence that any germinoma may produce hCG to varying extent. We investigated mRNA expression of the hCG β subunit (hCGβ) using real time quantitative polymerase chain reaction in 94 germ cell tumors (GCTs). Most (93.3 %) GCTs showed higher expression levels compared with that of normal brain tissue (1.09 × 10(0)-1.40 × 10(5) fold). The expression was the highest in GCTs which harbor choriocarcinoma or STGC components. The expression level of hCGβ in germinoma was highly variable (1.09 × 10(0)-5.88 × 10(4) fold) in linear but not bimodal distribution. hCG concentrations in serum and CSF correlated with gene expression, especially when GCTs with single histological component were analyzed separately. The expression was not significantly associated with recurrence in pure germinoma. These results suggest that the serum/CSF hCG levels may need to be interpreted with caution as most GCTs appear to have the capacity of producing hCG irrespective of their histology. The clinical significance of ubiquitous hCG expression in GCTs needs further investigation.

  10. Creating a monomeric endonuclease TALE-I-SceI with high specificity and low genotoxicity in human cells

    PubMed Central

    Lin, Jianfei; Chen, He; Luo, Ling; Lai, Yongrong; Xie, Wei; Kee, Kehkooi

    2015-01-01

    To correct a DNA mutation in the human genome for gene therapy, homology-directed repair (HDR) needs to be specific and have the lowest off-target effects to protect the human genome from deleterious mutations. Zinc finger nucleases, transcription activator-like effector nuclease (TALEN) and CRISPR-CAS9 systems have been engineered and used extensively to recognize and modify specific DNA sequences. Although TALEN and CRISPR/CAS9 could induce high levels of HDR in human cells, their genotoxicity was significantly higher. Here, we report the creation of a monomeric endonuclease that can recognize at least 33 bp by fusing the DNA-recognizing domain of TALEN (TALE) to a re-engineered homing endonuclease I-SceI. After sequentially re-engineering I-SceI to recognize 18 bp of the human β-globin sequence, the re-engineered I-SceI induced HDR in human cells. When the re-engineered I-SceI was fused to TALE (TALE-ISVB2), the chimeric endonuclease induced the same HDR rate at the human β-globin gene locus as that induced by TALEN, but significantly reduced genotoxicity. We further demonstrated that TALE-ISVB2 specifically targeted at the β-globin sequence in human hematopoietic stem cells. Therefore, this monomeric endonuclease has the potential to be used in therapeutic gene targeting in human cells. PMID:25541197

  11. Employers' Perspectives on the Roles of Human Capital Development and Management in Creating Value. OECD Education Working Papers, No. 18

    ERIC Educational Resources Information Center

    Bassi, Laurie J.; McMurrer, Daniel P.

    2006-01-01

    Human capital--the productive capacity that is embedded in people--is one of the most important contributors to the growth in nations' output and standard of living. Globalisation and technological change have increased the importance of human capital in recent years, to the point that there are now only two options to sustain high profits and…

  12. Employers' Perspectives on the Roles of Human Capital Development and Management in Creating Value. OECD Education Working Papers, No. 18

    ERIC Educational Resources Information Center

    Bassi, Laurie J.; McMurrer, Daniel P.

    2006-01-01

    Human capital--the productive capacity that is embedded in people--is one of the most important contributors to the growth in nations' output and standard of living. Globalisation and technological change have increased the importance of human capital in recent years, to the point that there are now only two options to sustain high profits and…

  13. Japan 1945-1989: Re-Creating a Modern Nation. A Humanities Approach to Japanese History, Part IV.

    ERIC Educational Resources Information Center

    Parisi, Lynn; Masalski, Kathleen Woods

    This curriculum unit is the final volume of a four-part series. Noting that the humanities reveal the values and beliefs that underlie social, political, and economic institutions, the unit contends that the study of other countries and their histories may be greatly enriched by a humanities approach that draws on the fields of literature,…

  14. Virtual Museums for Landscape Valorization and Communication

    NASA Astrophysics Data System (ADS)

    Pietroni, E.

    2017-08-01

    Research in the domain of landscape virtual reconstructions has been mainly focused on digitization and recording inside GIS systems, or real time visualization, paying a minor attention to the development of a methodological approach for the landscape narration, combing different registers, conceptual, emotional incitements and, thus, able to arouse in the public a feeling of emotional "sensing" and self- identification. The landscape reflects also the human activities in the territory and the communities' cultural patterns, their sense of "belonging". In a virtual museum of landscapes, the multidisciplinary approach, the multiplication of perspectives and voices, storytelling, acquire primary importance. A Virtual Museum of landscapes should integrate both holistic and delimited visions. The holistic vision requires a diachronic approach, including both present and past phases of life. On the other side, delimited, or "monographic", representations are useful to go deeper into specific and exemplar stories, regarding specific groups of people. Beside, the emergence of new social media enhancing cultural interactions among people induce the creation of specific social platforms for Cultural Heritage for the active participation of a large number of stakeholders. Co-creation scenarios and tools can be particularly promising. Aton is an example of front-end VR social platform in the web end, for the efficient streaming of medium/large landscape, their exploration and characterization. The Tiber Valley Virtual Museum is an example of sensorial cultural landscape. Starting from the acquisition of topographical data through integrated technologies, several multi-sensory scenarios have been created, inside which visitors can feel embodied and involved.

  15. Virtual Brain Bank a public collection of classified head MRI

    NASA Astrophysics Data System (ADS)

    Barrios, Fernando A.

    2000-10-01

    In this work I present the effort at the Neurobiology Center for creating a digital Brain Bank, a collection of well classified human brains that are used for teaching and research, this bank will be based in a collection of high resolution three dimensional head MRI. For this reason this bank is being named "virtual" and eventually will be of public access though a WEB page in the INTERNET.

  16. Virtual Congresses

    PubMed Central

    Lecueder, Silvia; Manyari, Dante E.

    2000-01-01

    A new form of scientific medical meeting has emerged in the last few years—the virtual congress. This article describes the general role of computer technologies and the Internet in the development of this new means of scientific communication, by reviewing the history of “cyber sessions” in medical education and the rationale, methods, and initial results of the First Virtual Congress of Cardiology. Instructions on how to participate in this virtual congress, either actively or as an observer, are included. Current advantages and disadvantages of virtual congresses, their impact on the scientific community at large, and future developments and possibilities in this area are discussed. PMID:10641960

  17. NASA Virtual Institutes: International Bridges for Space Exploration

    NASA Technical Reports Server (NTRS)

    Schmidt, Gregory K.

    2016-01-01

    NASA created the first virtual institute, the NASA Astrobiology Institute (NAI), in 2009 with an aim toward bringing together geographically disparate and multidisciplinary teams toward the goal of answering broad questions in the then-new discipline of astrobiology. With the success of the virtual institute model, NASA then created the NASA Lunar Science Institute (NLSI) in 2008 to address questions of science and human exploration of the Moon, and then the NASA Aeronautics Research Institute (NARI) in 2012 which addresses key questions in the development of aeronautics technologies. With the broadening of NASA's human exploration targets to include Near Earth Asteroids and the moons of Mars as well as the Moon, the NLSI morphed into the Solar System Exploration Research Virtual Institute (SSERVI) in 2012. SSERVI funds domestic research teams to address broad questions at the intersection of science and human exploration, with the underlying principle that science enables human exploration, and human exploration enables science. Nine domestic teams were funded in 2014 for a five-year period to address a variety of different topics, and nine international partners (with more to come) also work with the U.S. teams on a variety of topics of mutual interest. The result is a robust and productive research infrastructure that is not only scientifically productive but can respond to strategic topics of domestic and international interest, and which develops a new generation of researchers. This is all accomplished with the aid of virtual collaboration technologies which enable scientific research at a distance. The virtual institute model is widely applicable to a range of space science and exploration problems.

  18. Human factors issues and approaches in the spatial layout of a space station control room, including the use of virtual reality as a design analysis tool

    NASA Technical Reports Server (NTRS)

    Hale, Joseph P., II

    1994-01-01

    Human Factors Engineering support was provided for the 30% design review of the late Space Station Freedom Payload Control Area (PCA). The PCA was to be the payload operations control room, analogous to the Spacelab Payload Operations Control Center (POCC). This effort began with a systematic collection and refinement of the relevant requirements driving the spatial layout of the consoles and PCA. This information was used as input for specialized human factors analytical tools and techniques in the design and design analysis activities. Design concepts and configuration options were developed and reviewed using sketches, 2-D Computer-Aided Design (CAD) drawings, and immersive Virtual Reality (VR) mockups.

  19. Assessment of the Influence of Demographic and Professional Characteristics on Health Care Providers' Pain Management Decisions Using Virtual Humans.

    PubMed

    Boissoneault, Jeff; Mundt, Jennifer M; Bartley, Emily J; Wandner, Laura D; Hirsh, Adam T; Robinson, Michael E

    2016-05-01

    Disparities in health care associated with patients' gender, race, and age are well documented. Previous studies using virtual human (VH) technology have demonstrated that provider characteristics may play an important role in pain management decisions. However, these studies have largely emphasized group differences. The aims of this study were to examine dentists' and physicians' use of VH characteristics when making clinical judgments (i.e., cue use) and to identify provider characteristics associated with the magnitude of the impact of these cues (β-weights). Providers (N=152; 76 physicians, 76 dentists) viewed video vignettes of VH patients varying in gender (male/female), race (white/black), and age (younger/older). Participants rated VH patients' pain intensity and unpleasantness and then rated their own likelihood of administering non-opioid and opioid analgesics. Compared to physicians, dentists had significantly lower β-weights associated with VH age cues for all ratings (p<0.001; d>0.69). These effects varied by provider race and gender. For pain intensity, professional differences were present only among non-white providers. White providers had greater β-weights than non-white providers for pain unpleasantness but only among men. Provider differences regarding the use of VH age cues in non-opioid analgesic administration were present among all providers except non-white males. These findings highlight the interaction of patient and provider factors in driving clinical decision making. Although profession was related to use of VH age cues in pain-related clinical judgments, this relationship was modified by providers' personal characteristics. Additional research is needed to understand what aspects of professional training or practice may account for differences between physicians and dentists and what forms of continuing education may help to mitigate the disparities.

  20. Context-dependent individualization of nucleotides and virtual genomic hybridization allow the precise location of human SNPs.

    PubMed

    Reyes, José; Gómez-Romero, Laura; Ibarra-Soria, Ximena; Palacios-Flores, Kim; Arriola, Luis R; Wences, Alejandro; García, Delfino; Boege, Margareta; Dávila, Guillermo; Flores, Margarita; Palacios, Rafael

    2011-09-13

    We have entered the era of individual genomic sequencing, and can already see exponential progress in the field. It is of utmost importance to exclude false-positive variants from reported datasets. However, because of the nature of the used algorithms, this task has not been optimized to the required level of precision. This study presents a unique strategy for identifying SNPs, called COIN-VGH, that largely minimizes the presence of false-positives in the generated data. The algorithm was developed using the X-chromosome-specific regions from the previously sequenced genomes of Craig Venter and James Watson. The algorithm is based on the concept that a nucleotide can be individualized if it is analyzed in the context of its surrounding genomic sequence. COIN-VGH consists of defining the most comprehensive set of nucleotide strings of a defined length that map with 100% identity to a unique position within the human reference genome (HRG). Such set is used to retrieve sequence reads from a query genome (QG), allowing the production of a genomic landscape that represents a draft HRG-guided assembly of the QG. This landscape is analyzed for specific signatures that indicate the presence of SNPs. The fidelity of the variation signature was assessed using simulation experiments by virtually altering the HRG at defined positions. Finally, the signature regions identified in the HRG and in the QG reads are aligned and the precise nature and position of the corresponding SNPs are detected. The advantages of COIN-VGH over previous algorithms are discussed.