Modulation of cortical activity in 2D versus 3D virtual reality environments: an EEG study.
Slobounov, Semyon M; Ray, William; Johnson, Brian; Slobounov, Elena; Newell, Karl M
2015-03-01
There is a growing empirical evidence that virtual reality (VR) is valuable for education, training, entertaining and medical rehabilitation due to its capacity to represent real-life events and situations. However, the neural mechanisms underlying behavioral confounds in VR environments are still poorly understood. In two experiments, we examined the effect of fully immersive 3D stereoscopic presentations and less immersive 2D VR environments on brain functions and behavioral outcomes. In Experiment 1 we examined behavioral and neural underpinnings of spatial navigation tasks using electroencephalography (EEG). In Experiment 2, we examined EEG correlates of postural stability and balance. Our major findings showed that fully immersive 3D VR induced a higher subjective sense of presence along with enhanced success rate of spatial navigation compared to 2D. In Experiment 1 power of frontal midline EEG (FM-theta) was significantly higher during the encoding phase of route presentation in the 3D VR. In Experiment 2, the 3D VR resulted in greater postural instability and modulation of EEG patterns as a function of 3D versus 2D environments. The findings support the inference that the fully immersive 3D enriched-environment requires allocation of more brain and sensory resources for cognitive/motor control during both tasks than 2D presentations. This is further evidence that 3D VR tasks using EEG may be a promising approach for performance enhancement and potential applications in clinical/rehabilitation settings. Copyright © 2014 Elsevier B.V. All rights reserved.
Active Learning through the Use of Virtual Environments
ERIC Educational Resources Information Center
Mayrose, James
2012-01-01
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and…
NASA Technical Reports Server (NTRS)
Brehm, Christoph; Barad, Michael F.; Kiris, Cetin C.
2016-01-01
An immersed boundary method for the compressible Navier-Stokes equation and the additional infrastructure that is needed to solve moving boundary problems and fully coupled fluid-structure interaction is described. All the methods described in this paper were implemented in NASA's LAVA solver framework. The underlying immersed boundary method is based on the locally stabilized immersed boundary method that was previously introduced by the authors. In the present paper this method is extended to account for all aspects that are involved for fluid structure interaction simulations, such as fast geometry queries and stencil computations, the treatment of freshly cleared cells, and the coupling of the computational fluid dynamics solver with a linear structural finite element method. The current approach is validated for moving boundary problems with prescribed body motion and fully coupled fluid structure interaction problems in 2D and 3D. As part of the validation procedure, results from the second AIAA aeroelastic prediction workshop are also presented. The current paper is regarded as a proof of concept study, while more advanced methods for fluid structure interaction are currently being investigated, such as geometric and material nonlinearities, and advanced coupling approaches.
Immersive volume rendering of blood vessels
NASA Astrophysics Data System (ADS)
Long, Gregory; Kim, Han Suk; Marsden, Alison; Bazilevs, Yuri; Schulze, Jürgen P.
2012-03-01
In this paper, we present a novel method of visualizing flow in blood vessels. Our approach reads unstructured tetrahedral data, resamples it, and uses slice based 3D texture volume rendering. Due to the sparse structure of blood vessels, we utilize an octree to efficiently store the resampled data by discarding empty regions of the volume. We use animation to convey time series data, wireframe surface to give structure, and utilize the StarCAVE, a 3D virtual reality environment, to add a fully immersive element to the visualization. Our tool has great value in interdisciplinary work, helping scientists collaborate with clinicians, by improving the understanding of blood flow simulations. Full immersion in the flow field allows for a more intuitive understanding of the flow phenomena, and can be a great help to medical experts for treatment planning.
Virtual hydrology observatory: an immersive visualization of hydrology modeling
NASA Astrophysics Data System (ADS)
Su, Simon; Cruz-Neira, Carolina; Habib, Emad; Gerndt, Andreas
2009-02-01
The Virtual Hydrology Observatory will provide students with the ability to observe the integrated hydrology simulation with an instructional interface by using a desktop based or immersive virtual reality setup. It is the goal of the virtual hydrology observatory application to facilitate the introduction of field experience and observational skills into hydrology courses through innovative virtual techniques that mimic activities during actual field visits. The simulation part of the application is developed from the integrated atmospheric forecast model: Weather Research and Forecasting (WRF), and the hydrology model: Gridded Surface/Subsurface Hydrologic Analysis (GSSHA). Both the output from WRF and GSSHA models are then used to generate the final visualization components of the Virtual Hydrology Observatory. The various visualization data processing techniques provided by VTK are 2D Delaunay triangulation and data optimization. Once all the visualization components are generated, they are integrated into the simulation data using VRFlowVis and VR Juggler software toolkit. VR Juggler is used primarily to provide the Virtual Hydrology Observatory application with fully immersive and real time 3D interaction experience; while VRFlowVis provides the integration framework for the hydrologic simulation data, graphical objects and user interaction. A six-sided CAVETM like system is used to run the Virtual Hydrology Observatory to provide the students with a fully immersive experience.
Zhang, Lelin; Chi, Yu Mike; Edelstein, Eve; Schulze, Jurgen; Gramann, Klaus; Velasquez, Alvaro; Cauwenberghs, Gert; Macagno, Eduardo
2010-01-01
Wireless physiological/neurological monitoring in virtual reality (VR) offers a unique opportunity for unobtrusively quantifying human responses to precisely controlled and readily modulated VR representations of health care environments. Here we present such a wireless, light-weight head-mounted system for measuring electrooculogram (EOG) and electroencephalogram (EEG) activity in human subjects interacting with and navigating in the Calit2 StarCAVE, a five-sided immersive 3-D visualization VR environment. The system can be easily expanded to include other measurements, such as cardiac activity and galvanic skin responses. We demonstrate the capacity of the system to track focus of gaze in 3-D and report a novel calibration procedure for estimating eye movements from responses to the presentation of a set of dynamic visual cues in the StarCAVE. We discuss cyber and clinical applications that include a 3-D cursor for visual navigation in VR interactive environments, and the monitoring of neurological and ocular dysfunction in vision/attention disorders.
The LS-STAG immersed boundary/cut-cell method for non-Newtonian flows in 3D extruded geometries
NASA Astrophysics Data System (ADS)
Nikfarjam, F.; Cheny, Y.; Botella, O.
2018-05-01
The LS-STAG method is an immersed boundary/cut-cell method for viscous incompressible flows based on the staggered MAC arrangement for Cartesian grids, where the irregular boundary is sharply represented by its level-set function, results in a significant gain in computer resources (wall time, memory usage) compared to commercial body-fitted CFD codes. The 2D version of LS-STAG method is now well-established (Cheny and Botella, 2010), and this paper presents its extension to 3D geometries with translational symmetry in the z direction (hereinafter called 3D extruded configurations). This intermediate step towards the fully 3D implementation can be applied to a wide variety of canonical flows and will be regarded as the keystone for the full 3D solver, since both discretization and implementation issues on distributed memory machines are tackled at this stage of development. The LS-STAG method is then applied to various Newtonian and non-Newtonian flows in 3D extruded geometries (axisymmetric pipe, circular cylinder, duct with an abrupt expansion) for which benchmark results and experimental data are available. The purpose of these investigations are (a) to investigate the formal order of accuracy of the LS-STAG method, (b) to assess the versatility of method for flow applications at various regimes (Newtonian and shear-thinning fluids, steady and unsteady laminar to turbulent flows) (c) to compare its performance with well-established numerical methods (body-fitted and immersed boundary methods).
ConfocalVR: Immersive Visualization Applied to Confocal Microscopy.
Stefani, Caroline; Lacy-Hulbert, Adam; Skillman, Thomas
2018-06-24
ConfocalVR is a virtual reality (VR) application created to improve the ability of researchers to study the complexity of cell architecture. Confocal microscopes take pictures of fluorescently labeled proteins or molecules at different focal planes to create a stack of 2D images throughout the specimen. Current software applications reconstruct the 3D image and render it as a 2D projection onto a computer screen where users need to rotate the image to expose the full 3D structure. This process is mentally taxing, breaks down if you stop the rotation, and does not take advantage of the eye's full field of view. ConfocalVR exploits consumer-grade virtual reality (VR) systems to fully immerse the user in the 3D cellular image. In this virtual environment the user can: 1) adjust image viewing parameters without leaving the virtual space, 2) reach out and grab the image to quickly rotate and scale the image to focus on key features, and 3) interact with other users in a shared virtual space enabling real-time collaborative exploration and discussion. We found that immersive VR technology allows the user to rapidly understand cellular architecture and protein or molecule distribution. We note that it is impossible to understand the value of immersive visualization without experiencing it first hand, so we encourage readers to get access to a VR system, download this software, and evaluate it for yourself. The ConfocalVR software is available for download at http://www.confocalvr.com, and is free for nonprofits. Copyright © 2018. Published by Elsevier Ltd.
CAVE2: a hybrid reality environment for immersive simulation and information analysis
NASA Astrophysics Data System (ADS)
Febretti, Alessandro; Nishimoto, Arthur; Thigpen, Terrance; Talandis, Jonas; Long, Lance; Pirtle, J. D.; Peterka, Tom; Verlo, Alan; Brown, Maxine; Plepys, Dana; Sandin, Dan; Renambot, Luc; Johnson, Andrew; Leigh, Jason
2013-03-01
Hybrid Reality Environments represent a new kind of visualization spaces that blur the line between virtual environments and high resolution tiled display walls. This paper outlines the design and implementation of the CAVE2TM Hybrid Reality Environment. CAVE2 is the world's first near-seamless flat-panel-based, surround-screen immersive system. Unique to CAVE2 is that it will enable users to simultaneously view both 2D and 3D information, providing more flexibility for mixed media applications. CAVE2 is a cylindrical system of 24 feet in diameter and 8 feet tall, and consists of 72 near-seamless, off-axisoptimized passive stereo LCD panels, creating an approximately 320 degree panoramic environment for displaying information at 37 Megapixels (in stereoscopic 3D) or 74 Megapixels in 2D and at a horizontal visual acuity of 20/20. Custom LCD panels with shifted polarizers were built so the images in the top and bottom rows of LCDs are optimized for vertical off-center viewing- allowing viewers to come closer to the displays while minimizing ghosting. CAVE2 is designed to support multiple operating modes. In the Fully Immersive mode, the entire room can be dedicated to one virtual simulation. In 2D model, the room can operate like a traditional tiled display wall enabling users to work with large numbers of documents at the same time. In the Hybrid mode, a mixture of both 2D and 3D applications can be simultaneously supported. The ability to treat immersive work spaces in this Hybrid way has never been achieved before, and leverages the special abilities of CAVE2 to enable researchers to seamlessly interact with large collections of 2D and 3D data. To realize this hybrid ability, we merged the Scalable Adaptive Graphics Environment (SAGE) - a system for supporting 2D tiled displays, with Omegalib - a virtual reality middleware supporting OpenGL, OpenSceneGraph and Vtk applications.
Digital stereoscopic convergence where video games and movies for the home user meet
NASA Astrophysics Data System (ADS)
Schur, Ethan
2009-02-01
Today there is a proliferation of stereoscopic 3D display devices, 3D content, and 3D enabled video games. As we in the S-3D community bring stereoscopic 3D to the home user we have a real opportunity of using stereoscopic 3D to bridge the gap between exciting immersive games and home movies. But to do this, we cannot limit ourselves to current conceptions of gaming and movies. We need, for example, to imagine a movie that is fully rendered using avatars in a stereoscopic game environment. Or perhaps to imagine a pervasive drama where viewers can play too and become an essential part of the drama - whether at home or on the go on a mobile platform. Stereoscopic 3D is the "glue" that will bind these video and movie concepts together. As users feel more immersed, the lines between current media will blur. This means that we have the opportunity to shape the way that we, as humans, view and interact with each other, our surroundings and our most fundamental art forms. The goal of this paper is to stimulate conversation and further development on expanding the current gaming and home theatre infrastructures to support greatly-enhanced experiential entertainment.
Kozhevnikov, Maria; Dhond, Rupali P.
2012-01-01
Most research on three-dimensional (3D) visual-spatial processing has been conducted using traditional non-immersive 2D displays. Here we investigated how individuals generate and transform mental images within 3D immersive (3DI) virtual environments, in which the viewers perceive themselves as being surrounded by a 3D world. In Experiment 1, we compared participants’ performance on the Shepard and Metzler (1971) mental rotation (MR) task across the following three types of visual presentation environments; traditional 2D non-immersive (2DNI), 3D non-immersive (3DNI – anaglyphic glasses), and 3DI (head mounted display with position and head orientation tracking). In Experiment 2, we examined how the use of different backgrounds affected MR processes within the 3DI environment. In Experiment 3, we compared electroencephalogram data recorded while participants were mentally rotating visual-spatial images presented in 3DI vs. 2DNI environments. Overall, the findings of the three experiments suggest that visual-spatial processing is different in immersive and non-immersive environments, and that immersive environments may require different image encoding and transformation strategies than the two other non-immersive environments. Specifically, in a non-immersive environment, participants may utilize a scene-based frame of reference and allocentric encoding whereas immersive environments may encourage the use of a viewer-centered frame of reference and egocentric encoding. These findings also suggest that MR performed in laboratory conditions using a traditional 2D computer screen may not reflect spatial processing as it would occur in the real world. PMID:22908003
NASA Astrophysics Data System (ADS)
Xing, F.; Masson, R.; Lopez, S.
2017-09-01
This paper introduces a new discrete fracture model accounting for non-isothermal compositional multiphase Darcy flows and complex networks of fractures with intersecting, immersed and non-immersed fractures. The so called hybrid-dimensional model using a 2D model in the fractures coupled with a 3D model in the matrix is first derived rigorously starting from the equi-dimensional matrix fracture model. Then, it is discretized using a fully implicit time integration combined with the Vertex Approximate Gradient (VAG) finite volume scheme which is adapted to polyhedral meshes and anisotropic heterogeneous media. The fully coupled systems are assembled and solved in parallel using the Single Program Multiple Data (SPMD) paradigm with one layer of ghost cells. This strategy allows for a local assembly of the discrete systems. An efficient preconditioner is implemented to solve the linear systems at each time step and each Newton type iteration of the simulation. The numerical efficiency of our approach is assessed on different meshes, fracture networks, and physical settings in terms of parallel scalability, nonlinear convergence and linear convergence.
An immersed boundary method for simulating vesicle dynamics in three dimensions
NASA Astrophysics Data System (ADS)
Seol, Yunchang; Hu, Wei-Fan; Kim, Yongsam; Lai, Ming-Chih
2016-10-01
We extend our previous immersed boundary (IB) method for 3D axisymmetric inextensible vesicle in Navier-Stokes flows (Hu et al., 2014 [17]) to general three dimensions. Despite a similar spirit in numerical algorithms to the axisymmetric case, the fully 3D numerical implementation is much more complicated and is far from straightforward. A vesicle membrane surface is known to be incompressible and exhibits bending resistance. As in 3D axisymmetric case, instead of keeping the vesicle locally incompressible, we adopt a modified elastic tension energy to make the vesicle surface patch nearly incompressible so that solving the unknown tension (Lagrange multiplier for the incompressible constraint) can be avoided. Nevertheless, the new elastic force derived from the modified tension energy has exactly the same mathematical form as the original one except the different definitions of tension. The vesicle surface is discretized on a triangular mesh where the elastic tension and bending force are calculated on each vertex (Lagrangian marker in the IB method) of the triangulation. A series of numerical tests on the present scheme are conducted to illustrate the robustness and applicability of the method. We perform the convergence study for the immersed boundary forces and the fluid velocity field. We then study the vesicle dynamics in various flows such as quiescent, simple shear, and gravitational flows. Our numerical results show good agreements with those obtained in previous theoretical, experimental and numerical studies.
IQ-Station: A Low Cost Portable Immersive Environment
DOE Office of Scientific and Technical Information (OSTI.GOV)
Eric Whiting; Patrick O'Leary; William Sherman
2010-11-01
The emergence of inexpensive 3D TV’s, affordable input and rendering hardware and open-source software has created a yeasty atmosphere for the development of low-cost immersive environments (IE). A low cost IE system, or IQ-station, fashioned from commercial off the shelf technology (COTS), coupled with a targeted immersive application can be a viable laboratory instrument for enhancing scientific workflow for exploration and analysis. The use of an IQ-station in a laboratory setting also has the potential of quickening the adoption of a more sophisticated immersive environment as a critical enabler in modern scientific and engineering workflows. Prior work in immersive environmentsmore » generally required either a head mounted display (HMD) system or a large projector-based implementation both of which have limitations in terms of cost, usability, or space requirements. The solution presented here provides an alternative platform providing a reasonable immersive experience that addresses those limitations. Our work brings together the needed hardware and software to create a fully integrated immersive display and interface system that can be readily deployed in laboratories and common workspaces. By doing so, it is now feasible for immersive technologies to be included in researchers’ day-to-day workflows. The IQ-Station sets the stage for much wider adoption of immersive environments outside the small communities of virtual reality centers.« less
MinOmics, an Integrative and Immersive Tool for Multi-Omics Analysis.
Maes, Alexandre; Martinez, Xavier; Druart, Karen; Laurent, Benoist; Guégan, Sean; Marchand, Christophe H; Lemaire, Stéphane D; Baaden, Marc
2018-06-21
Proteomic and transcriptomic technologies resulted in massive biological datasets, their interpretation requiring sophisticated computational strategies. Efficient and intuitive real-time analysis remains challenging. We use proteomic data on 1417 proteins of the green microalga Chlamydomonas reinhardtii to investigate physicochemical parameters governing selectivity of three cysteine-based redox post translational modifications (PTM): glutathionylation (SSG), nitrosylation (SNO) and disulphide bonds (SS) reduced by thioredoxins. We aim to understand underlying molecular mechanisms and structural determinants through integration of redox proteome data from gene- to structural level. Our interactive visual analytics approach on an 8.3 m2 display wall of 25 MPixel resolution features stereoscopic three dimensions (3D) representation performed by UnityMol WebGL. Virtual reality headsets complement the range of usage configurations for fully immersive tasks. Our experiments confirm that fast access to a rich cross-linked database is necessary for immersive analysis of structural data. We emphasize the possibility to display complex data structures and relationships in 3D, intrinsic to molecular structure visualization, but less common for omics-network analysis. Our setup is powered by MinOmics, an integrated analysis pipeline and visualization framework dedicated to multi-omics analysis. MinOmics integrates data from various sources into a materialized physical repository. We evaluate its performance, a design criterion for the framework.
Sculpting 3D worlds with music: advanced texturing techniques
NASA Astrophysics Data System (ADS)
Greuel, Christian; Bolas, Mark T.; Bolas, Niko; McDowall, Ian E.
1996-04-01
Sound within the virtual environment is often considered to be secondary to the graphics. In a typical scenario, either audio cues are locally associated with specific 3D objects or a general aural ambiance is supplied in order to alleviate the sterility of an artificial experience. This paper discusses a completely different approach, in which cues are extracted from live or recorded music in order to create geometry and control object behaviors within a computer- generated environment. Advanced texturing techniques used to generate complex stereoscopic images are also discussed. By analyzing music for standard audio characteristics such as rhythm and frequency, information is extracted and repackaged for processing. With the Soundsculpt Toolkit, this data is mapped onto individual objects within the virtual environment, along with one or more predetermined behaviors. Mapping decisions are implemented with a user definable schedule and are based on the aesthetic requirements of directors and designers. This provides for visually active, immersive environments in which virtual objects behave in real-time correlation with the music. The resulting music-driven virtual reality opens up several possibilities for new types of artistic and entertainment experiences, such as fully immersive 3D `music videos' and interactive landscapes for live performance.
NASA Astrophysics Data System (ADS)
Ge, Liang; Sotiropoulos, Fotis
2007-08-01
A novel numerical method is developed that integrates boundary-conforming grids with a sharp interface, immersed boundary methodology. The method is intended for simulating internal flows containing complex, moving immersed boundaries such as those encountered in several cardiovascular applications. The background domain (e.g. the empty aorta) is discretized efficiently with a curvilinear boundary-fitted mesh while the complex moving immersed boundary (say a prosthetic heart valve) is treated with the sharp-interface, hybrid Cartesian/immersed-boundary approach of Gilmanov and Sotiropoulos [A. Gilmanov, F. Sotiropoulos, A hybrid cartesian/immersed boundary method for simulating flows with 3d, geometrically complex, moving bodies, Journal of Computational Physics 207 (2005) 457-492.]. To facilitate the implementation of this novel modeling paradigm in complex flow simulations, an accurate and efficient numerical method is developed for solving the unsteady, incompressible Navier-Stokes equations in generalized curvilinear coordinates. The method employs a novel, fully-curvilinear staggered grid discretization approach, which does not require either the explicit evaluation of the Christoffel symbols or the discretization of all three momentum equations at cell interfaces as done in previous formulations. The equations are integrated in time using an efficient, second-order accurate fractional step methodology coupled with a Jacobian-free, Newton-Krylov solver for the momentum equations and a GMRES solver enhanced with multigrid as preconditioner for the Poisson equation. Several numerical experiments are carried out on fine computational meshes to demonstrate the accuracy and efficiency of the proposed method for standard benchmark problems as well as for unsteady, pulsatile flow through a curved, pipe bend. To demonstrate the ability of the method to simulate flows with complex, moving immersed boundaries we apply it to calculate pulsatile, physiological flow through a mechanical, bileaflet heart valve mounted in a model straight aorta with an anatomical-like triple sinus.
Immersive 3D Geovisualization in Higher Education
ERIC Educational Resources Information Center
Philips, Andrea; Walz, Ariane; Bergner, Andreas; Graeff, Thomas; Heistermann, Maik; Kienzler, Sarah; Korup, Oliver; Lipp, Torsten; Schwanghart, Wolfgang; Zeilinger, Gerold
2015-01-01
In this study, we investigate how immersive 3D geovisualization can be used in higher education. Based on MacEachren and Kraak's geovisualization cube, we examine the usage of immersive 3D geovisualization and its usefulness in a research-based learning module on flood risk, called GEOSimulator. Results of a survey among participating students…
Enhancing Pre-Service Teachers' Awareness to Pupils' Test-Anxiety with 3D Immersive Simulation
ERIC Educational Resources Information Center
Passig, David; Moshe, Ronit
2008-01-01
This study investigated whether participating in a 3D immersive virtual reality world simulating the experience of test-anxiety would affect preservice teachers' awareness to the phenomenon. Ninety subjects participated in this study, and were divided into three groups. The experimental group experienced a 3D immersive simulation which made…
Incorporating Floating Surface Objects into a Fully Dispersive Surface Wave Model
2016-04-19
surface objects Sigma -coordinate Navier-Stokes Finite volume Immersed boundary a b s t r a c t The shock-capturing, non-hydrostatic, three...ontaining object or fluid, respectively. A 3D object with geometry escribed in Cartesian coordinates ( x, y, z ) was first projected onto he NHWAVE...17) . Specifically, the mask values re assigned by ASK = 0 if object projection includes u , v point (i, j) and k = k b ∼ k t ASK = 1 otherwise
ERIC Educational Resources Information Center
Coffey, Amy Jo; Kamhawi, Rasha; Fishwick, Paul; Henderson, Julie
2017-01-01
Relatively few studies have empirically tested computer-based immersive virtual environments' efficacy in teaching or enhancing pro-social attitudes, such as intercultural sensitivity. This channel study experiment was conducted (N = 159) to compare what effects, if any, an immersive 3D virtual environment would have upon subjects' intercultural…
Real-time 3D video compression for tele-immersive environments
NASA Astrophysics Data System (ADS)
Yang, Zhenyu; Cui, Yi; Anwar, Zahid; Bocchino, Robert; Kiyanclar, Nadir; Nahrstedt, Klara; Campbell, Roy H.; Yurcik, William
2006-01-01
Tele-immersive systems can improve productivity and aid communication by allowing distributed parties to exchange information via a shared immersive experience. The TEEVE research project at the University of Illinois at Urbana-Champaign and the University of California at Berkeley seeks to foster the development and use of tele-immersive environments by a holistic integration of existing components that capture, transmit, and render three-dimensional (3D) scenes in real time to convey a sense of immersive space. However, the transmission of 3D video poses significant challenges. First, it is bandwidth-intensive, as it requires the transmission of multiple large-volume 3D video streams. Second, existing schemes for 2D color video compression such as MPEG, JPEG, and H.263 cannot be applied directly because the 3D video data contains depth as well as color information. Our goal is to explore from a different angle of the 3D compression space with factors including complexity, compression ratio, quality, and real-time performance. To investigate these trade-offs, we present and evaluate two simple 3D compression schemes. For the first scheme, we use color reduction to compress the color information, which we then compress along with the depth information using zlib. For the second scheme, we use motion JPEG to compress the color information and run-length encoding followed by Huffman coding to compress the depth information. We apply both schemes to 3D videos captured from a real tele-immersive environment. Our experimental results show that: (1) the compressed data preserves enough information to communicate the 3D images effectively (min. PSNR > 40) and (2) even without inter-frame motion estimation, very high compression ratios (avg. > 15) are achievable at speeds sufficient to allow real-time communication (avg. ~ 13 ms per 3D video frame).
Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality
Huff, Nicole C.; Zielinski, David J.; Fecteau, Matthew E.; Brady, Rachael; LaBar, Kevin S.
2010-01-01
Fear conditioning is a widely used paradigm in non-human animal research to investigate the neural mechanisms underlying fear and anxiety. A major challenge in conducting conditioning studies in humans is the ability to strongly manipulate or simulate the environmental contexts that are associated with conditioned emotional behaviors. In this regard, virtual reality (VR) technology is a promising tool. Yet, adapting this technology to meet experimental constraints requires special accommodations. Here we address the methodological issues involved when conducting fear conditioning in a fully immersive 6-sided VR environment and present fear conditioning data. In the real world, traumatic events occur in complex environments that are made up of many cues, engaging all of our sensory modalities. For example, cues that form the environmental configuration include not only visual elements, but aural, olfactory, and even tactile. In rodent studies of fear conditioning animals are fully immersed in a context that is rich with novel visual, tactile and olfactory cues. However, standard laboratory tests of fear conditioning in humans are typically conducted in a nondescript room in front of a flat or 2D computer screen and do not replicate the complexity of real world experiences. On the other hand, a major limitation of clinical studies aimed at reducing (extinguishing) fear and preventing relapse in anxiety disorders is that treatment occurs after participants have acquired a fear in an uncontrolled and largely unknown context. Thus the experimenters are left without information about the duration of exposure, the true nature of the stimulus, and associated background cues in the environment1. In the absence of this information it can be difficult to truly extinguish a fear that is both cue and context-dependent. Virtual reality environments address these issues by providing the complexity of the real world, and at the same time allowing experimenters to constrain fear conditioning and extinction parameters to yield empirical data that can suggest better treatment options and/or analyze mechanistic hypotheses. In order to test the hypothesis that fear conditioning may be richly encoded and context specific when conducted in a fully immersive environment, we developed distinct virtual reality 3-D contexts in which participants experienced fear conditioning to virtual snakes or spiders. Auditory cues co-occurred with the CS in order to further evoke orienting responses and a feeling of "presence" in subjects 2 . Skin conductance response served as the dependent measure of fear acquisition, memory retention and extinction. PMID:20736913
Interactive 3D Models and Simulations for Nuclear Security Education, Training, and Analysis.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Warner, David K.; Dickens, Brian Scott; Heimer, Donovan J.
By providing examples of products that have been produced in the past, it is the hopes of the authors that the audience will have a more thorough understanding of 3D modeling tools, potential applications, and capabilities that they can provide. Truly the applications and capabilities of these types of tools are only limited by one’s imagination. The future of three-dimensional models lies in the expansion into the world of virtual reality where one will experience a fully immersive first-person environment. The use of headsets and hand tools will allow students and instructors to have a more thorough spatial understanding ofmore » facilities and scenarios that they will encounter in the real world.« less
Virtual Reality: Bringing the Awe of Our Science into The Classroom with VR
NASA Astrophysics Data System (ADS)
Bell, R. E.; Turrin, M.; Frearson, N.; Boghosian, A.; Ferrini, V. L.; Simpson, F.
2016-12-01
The geosciences are rich in imagery, making them compelling material for immersive teaching experiences. We often work in remote locations, places where few others are able to travel. Flat 2 D images from the field have served explorers and scientists well from the lantern slides brought back from Antarctica to the images scientists and educators now use in powerpoint presentations. These images provide a backdrop to introduce the experience for formal classes and informal presentations. Our stories from the field bring the setting alive for the participants. The travelers presented and the audience passively listened. Immersive learning opportunities are much more powerful than lecturing. We have enlisted both VR and drone imagery to bring learners fully into the experience of science. A 360 VR image brings the viewer into the moment of discovery. Both have been shown to create an active learning setting fully under the learner's control; they explore at their own pace and following their own interest. This learning `sticks', becoming part of the participant's own unique experience in the space. We are building VR images of field experiences and VR data immersion experiences that will transport people into new locations, building a field experience that they can not only see but fully explore. Through VR we introduce new experiences that showcase our science, our careers and our collaborations. Users can spin the view up to see the helicopter landing in a remote field location by the ice. Spin to the right and see a colleague collecting a reading from instruments that have been pulled from the LC130 aircraft. Turn the view to the left and see the harsh windswept environment along the edge of an ice shelf. Look down and note that you feet are encased in snow boots to keep them warm and stable on the ice. The viewer is in the field as part of the science team. Learning in the classroom and through social media is now fully 360 and fully immersive.
Microsphere-assisted super-resolution imaging with enlarged numerical aperture by semi-immersion
NASA Astrophysics Data System (ADS)
Wang, Fengge; Yang, Songlin; Ma, Huifeng; Shen, Ping; Wei, Nan; Wang, Meng; Xia, Yang; Deng, Yun; Ye, Yong-Hong
2018-01-01
Microsphere-assisted imaging is an extraordinary simple technology that can obtain optical super-resolution under white-light illumination. Here, we introduce a method to improve the resolution of a microsphere lens by increasing its numerical aperture. In our proposed structure, BaTiO3 glass (BTG) microsphere lenses are semi-immersed in a S1805 layer with a refractive index of 1.65, and then, the semi-immersed microspheres are fully embedded in an elastomer with an index of 1.4. We experimentally demonstrate that this structure, in combination with a conventional optical microscope, can clearly resolve a two-dimensional 200-nm-diameter hexagonally close-packed (hcp) silica microsphere array. On the contrary, the widely used structure where BTG microsphere lenses are fully immersed in a liquid or elastomer cannot even resolve a 250-nm-diameter hcp silica microsphere array. The improvement in resolution through the proposed structure is due to an increase in the effective numerical aperture by semi-immersing BTG microsphere lenses in a high-refractive-index S1805 layer. Our results will inform on the design of microsphere-based high-resolution imaging systems.
VERS: a virtual environment for reconstructive surgery planning
NASA Astrophysics Data System (ADS)
Montgomery, Kevin N.
1997-05-01
The virtual environment for reconstructive surgery (VERS) project at the NASA Ames Biocomputation Center is applying virtual reality technology to aid surgeons in planning surgeries. We are working with a craniofacial surgeon at Stanford to assemble and visualize the bone structure of patients requiring reconstructive surgery either through developmental abnormalities or trauma. This project is an extension of our previous work in 3D reconstruction, mesh generation, and immersive visualization. The current VR system, consisting of an SGI Onyx RE2, FakeSpace BOOM and ImmersiveWorkbench, Virtual Technologies CyberGlove and Ascension Technologies tracker, is currently in development and has already been used to visualize defects preoperatively. In the near future it will be used to more fully plan the surgery and compute the projected result to soft tissue structure. This paper presents the work in progress and details the production of a high-performance, collaborative, and networked virtual environment.
Envisioning the future of home care: applications of immersive virtual reality.
Brennan, Patricia Flatley; Arnott Smith, Catherine; Ponto, Kevin; Radwin, Robert; Kreutz, Kendra
2013-01-01
Accelerating the design of technologies to support health in the home requires 1) better understanding of how the household context shapes consumer health behaviors and (2) the opportunity to afford engineers, designers, and health professionals the chance to systematically study the home environment. We developed the Living Environments Laboratory (LEL) with a fully immersive, six-sided virtual reality CAVE to enable recreation of a broad range of household environments. We have successfully developed a virtual apartment, including a kitchen, living space, and bathroom. Over 2000 people have visited the LEL CAVE. Participants use an electronic wand to activate common household affordances such as opening a refrigerator door or lifting a cup. Challenges currently being explored include creating natural gesture to interface with virtual objects, developing robust, simple procedures to capture actual living environments and rendering them in a 3D visualization, and devising systematic stable terminologies to characterize home environments.
NASA Astrophysics Data System (ADS)
Angelidis, Dionysios; Sotiropoulos, Fotis
2015-11-01
The geometrical details of wind turbines determine the structure of the turbulence in the near and far wake and should be taken in account when performing high fidelity calculations. Multi-resolution simulations coupled with an immersed boundary method constitutes a powerful framework for high-fidelity calculations past wind farms located over complex terrains. We develop a 3D Immersed-Boundary Adaptive Mesh Refinement flow solver (IB-AMR) which enables turbine-resolving LES of wind turbines. The idea of using a hybrid staggered/non-staggered grid layout adopted in the Curvilinear Immersed Boundary Method (CURVIB) has been successfully incorporated on unstructured meshes and the fractional step method has been employed. The overall performance and robustness of the second order accurate, parallel, unstructured solver is evaluated by comparing the numerical simulations against conforming grid calculations and experimental measurements of laminar and turbulent flows over complex geometries. We also present turbine-resolving multi-scale LES considering all the details affecting the induced flow field; including the geometry of the tower, the nacelle and especially the rotor blades of a wind tunnel scale turbine. This material is based upon work supported by the Department of Energy under Award Number DE-EE0005482 and the Sandia National Laboratories.
NASA Astrophysics Data System (ADS)
Lin, Y.-C.
2017-08-01
HBIM technology makes great contributions to 3D digital preservation and management of the existing traditional architectures, and VR technology has also been gradually emphasized by 3D users in recent years, especially 3D immersive situation makes users more likely to experience the real space field. Taking Han type traditional architecture with relatively complex geometrical structure as an example, this research carries out digital preservation through HBIM technology and tries to switch to VR platform to allow users to enter 3D immersive scene for management and display. It is shown in the research results that the application of integration of HBIM and VR technology to Han type traditional architecture needs to consider 3D digital model of the architecture, and the number of polygon shall be controlled below about 2 million, which can make the operation in VR environment more smooth; the integration of two technologies can achieve the purpose of 3D immersive digital management, which can provide the humanized application close to the real experience for the display of subsequent management of ancient relics and architectural aesthetics.
Solving Fluid Structure Interaction Problems with an Immersed Boundary Method
NASA Technical Reports Server (NTRS)
Barad, Michael F.; Brehm, Christoph; Kiris, Cetin C.
2016-01-01
An immersed boundary method for the compressible Navier-Stokes equations can be used for moving boundary problems as well as fully coupled fluid-structure interaction is presented. The underlying Cartesian immersed boundary method of the Launch Ascent and Vehicle Aerodynamics (LAVA) framework, based on the locally stabilized immersed boundary method previously presented by the authors, is extended to account for unsteady boundary motion and coupled to linear and geometrically nonlinear structural finite element solvers. The approach is validated for moving boundary problems with prescribed body motion and fully coupled fluid structure interaction problems. Keywords: Immersed Boundary Method, Higher-Order Finite Difference Method, Fluid Structure Interaction.
Breast boundary detection with active contours
NASA Astrophysics Data System (ADS)
Balic, I.; Goyal, P.; Roy, O.; Duric, N.
2014-03-01
Ultrasound tomography is a modality that can be used to image various characteristics of the breast, such as sound speed, attenuation, and reflectivity. In the considered setup, the breast is immersed in water and scanned along the coronal axis from the chest wall to the nipple region. To improve image visualization, it is desirable to remove the water background. To this end, the 3D boundary of the breast must be accurately estimated. We present an iterative algorithm based on active contours that automatically detects the boundary of a breast using a 3D stack of attenuation images obtained from an ultrasound tomography scanner. We build upon an existing method to design an algorithm that is fast, fully automated, and reliable. We demonstrate the effectiveness of the proposed technique using clinical data sets.
Desktop-VR system for preflight 3D navigation training
NASA Astrophysics Data System (ADS)
Aoki, Hirofumi; Oman, Charles M.; Buckland, Daniel A.; Natapoff, Alan
Crews who inhabit spacecraft with complex 3D architecture frequently report inflight disorientation and navigation problems. Preflight virtual reality (VR) training may reduce those risks. Although immersive VR techniques may better support spatial orientation training in a local environment, a non-immersive desktop (DT) system may be more convenient for navigation training in "building scale" spaces, especially if the two methods achieve comparable results. In this study trainees' orientation and navigation performance during simulated space station emergency egress tasks was compared while using immersive head-mounted display (HMD) and DT-VR systems. Analyses showed no differences in pointing angular-error or egress time among the groups. The HMD group was significantly faster than DT group when pointing from destination to start location and from start toward different destination. However, this may be attributed to differences in the input device used (a head-tracker for HMD group vs. a keyboard touchpad or a gamepad in the DT group). All other 3D navigation performance measures were similar using the immersive and non-immersive VR systems, suggesting that the simpler desktop VR system may be useful for astronaut 3D navigation training.
Immersive 3D geovisualisation in higher education
NASA Astrophysics Data System (ADS)
Philips, Andrea; Walz, Ariane; Bergner, Andreas; Graeff, Thomas; Heistermann, Maik; Kienzler, Sarah; Korup, Oliver; Lipp, Torsten; Schwanghart, Wolfgang; Zeilinger, Gerold
2014-05-01
Through geovisualisation we explore spatial data, we analyse it towards a specific questions, we synthesise results, and we present and communicate them to a specific audience (MacEachren & Kraak 1997). After centuries of paper maps, the means to represent and visualise our physical environment and its abstract qualities have changed dramatically since the 1990s - and accordingly the methods how to use geovisualisation in teaching. Whereas some people might still consider the traditional classroom as ideal setting for teaching and learning geographic relationships and its mapping, we used a 3D CAVE (computer-animated virtual environment) as environment for a problem-oriented learning project called "GEOSimulator". Focussing on this project, we empirically investigated, if such a technological advance like the CAVE make 3D visualisation, including 3D geovisualisation, not only an important tool for businesses (Abulrub et al. 2012) and for the public (Wissen et al. 2008), but also for educational purposes, for which it had hardly been used yet. The 3D CAVE is a three-sided visualisation platform, that allows for immersive and stereoscopic visualisation of observed and simulated spatial data. We examined the benefits of immersive 3D visualisation for geographic research and education and synthesized three fundamental technology-based visual aspects: First, the conception and comprehension of space and location does not need to be generated, but is instantaneously and intuitively present through stereoscopy. Second, optical immersion into virtual reality strengthens this spatial perception which is in particular important for complex 3D geometries. And third, a significant benefit is interactivity, which is enhanced through immersion and allows for multi-discursive and dynamic data exploration and knowledge transfer. Based on our problem-oriented learning project, which concentrates on a case study on flood risk management at the Wilde Weisseritz in Germany, a river that significantly contributed to the hundred-year flooding in Dresden in 2002, we empirically evaluated the usefulness of this immersive 3D technology towards learning success. Results show that immersive 3D geovisualisation have educational and content-related advantages compared to 2D geovisualisations through the mentioned benefits. This innovative way of geovisualisation is thus not only entertaining and motivating for students, but can also be constructive for research studies by, for instance, facilitating the study of complex environments or decision-making processes.
Arterial waveguide model for shear wave elastography: implementation and in vitro validation
NASA Astrophysics Data System (ADS)
Vaziri Astaneh, Ali; Urban, Matthew W.; Aquino, Wilkins; Greenleaf, James F.; Guddati, Murthy N.
2017-07-01
Arterial stiffness is found to be an early indicator of many cardiovascular diseases. Among various techniques, shear wave elastography has emerged as a promising tool for estimating local arterial stiffness through the observed dispersion of guided waves. In this paper, we develop efficient models for the computational simulation of guided wave dispersion in arterial walls. The models are capable of considering fluid-loaded tubes, immersed in fluid or embedded in a solid, which are encountered in in vitro/ex vivo, and in vivo experiments. The proposed methods are based on judiciously combining Fourier transformation and finite element discretization, leading to a significant reduction in computational cost while fully capturing complex 3D wave propagation. The developed methods are implemented in open-source code, and verified by comparing them with significantly more expensive, fully 3D finite element models. We also validate the models using the shear wave elastography of tissue-mimicking phantoms. The computational efficiency of the developed methods indicates the possibility of being able to estimate arterial stiffness in real time, which would be beneficial in clinical settings.
a Low-Cost and Lightweight 3d Interactive Real Estate-Purposed Indoor Virtual Reality Application
NASA Astrophysics Data System (ADS)
Ozacar, K.; Ortakci, Y.; Kahraman, I.; Durgut, R.; Karas, I. R.
2017-11-01
Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR) technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.
The cranial nerve skywalk: A 3D tutorial of cranial nerves in a virtual platform.
Richardson-Hatcher, April; Hazzard, Matthew; Ramirez-Yanez, German
2014-01-01
Visualization of the complex courses of the cranial nerves by students in the health-related professions is challenging through either diagrams in books or plastic models in the gross laboratory. Furthermore, dissection of the cranial nerves in the gross laboratory is an extremely meticulous task. Teaching and learning the cranial nerve pathways is difficult using two-dimensional (2D) illustrations alone. Three-dimensional (3D) models aid the teacher in describing intricate and complex anatomical structures and help students visualize them. The study of the cranial nerves can be supplemented with 3D, which permits the students to fully visualize their distribution within the craniofacial complex. This article describes the construction and usage of a virtual anatomy platform in Second Life™, which contains 3D models of the cranial nerves III, V, VII, and IX. The Cranial Nerve Skywalk features select cranial nerves and the associated autonomic pathways in an immersive online environment. This teaching supplement was introduced to groups of pre-healthcare professional students in gross anatomy courses at both institutions and student feedback is included. © 2014 American Association of Anatomists.
Making Web3D Less Scary: Toward Easy-to-Use Web3D e-Learning Content Development Tools for Educators
ERIC Educational Resources Information Center
de Byl, Penny
2009-01-01
Penny de Byl argues that one of the biggest challenges facing educators today is the integration of rich and immersive three-dimensional environments with existing teaching and learning materials. To empower educators with the ability to embrace emerging Web3D technologies, the Advanced Learning and Immersive Virtual Environment (ALIVE) research…
Visualization Center Dedicated
2003-10-17
The dedication ceremony of the University of Southern Mississippi Center of Higher Learning (CHL) High-Performance Visualization Center at SSC was held Oct. 17. The center's RAVE II 3-D visualization system, available to both on- and off-site scientists, turns data into a fully immersive environment for the user. Cutting the ribbon are, from left, Rear Adm. Thomas Donaldson, commander of the Naval Meteorology and Oceanography Command; Jim Meredith, former director of the CHL; USM President Dr. Shelby Thames; Lt. Gov. Amy Tuck; Dr. Peter Ranelli, director of the CHL; Dewey Herring, chairman of the policy board for the CHL; and former Sen. Cecil Burge.
Visualization Center Dedicated
NASA Technical Reports Server (NTRS)
2003-01-01
The dedication ceremony of the University of Southern Mississippi Center of Higher Learning (CHL) High-Performance Visualization Center at SSC was held Oct. 17. The center's RAVE II 3-D visualization system, available to both on- and off-site scientists, turns data into a fully immersive environment for the user. Cutting the ribbon are, from left, Rear Adm. Thomas Donaldson, commander of the Naval Meteorology and Oceanography Command; Jim Meredith, former director of the CHL; USM President Dr. Shelby Thames; Lt. Gov. Amy Tuck; Dr. Peter Ranelli, director of the CHL; Dewey Herring, chairman of the policy board for the CHL; and former Sen. Cecil Burge.
2009-08-20
Tracking and Storing In Browser 3-D 13 Questions or Comments? Peter Smith Team Lead, Immersive Learning Technologies peter.smith.ctr@adlnet.gov +1.407.384.5572 ...Immersive Environments in ADL Mr. Peter Smith, Lead, ADL Immersive Learning Team 08/20/2009 Report Documentation Page Form ApprovedOMB No. 0704-0188...5d. PROJECT NUMBER 5e. TASK NUMBER 5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Advanced Decision Learning (ADL),1901 N
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.
High-immersion three-dimensional display of the numerical computer model
NASA Astrophysics Data System (ADS)
Xing, Shujun; Yu, Xunbo; Zhao, Tianqi; Cai, Yuanfa; Chen, Duo; Chen, Zhidong; Sang, Xinzhu
2013-08-01
High-immersion three-dimensional (3D) displays making them valuable tools for many applications, such as designing and constructing desired building houses, industrial architecture design, aeronautics, scientific research, entertainment, media advertisement, military areas and so on. However, most technologies provide 3D display in the front of screens which are in parallel with the walls, and the sense of immersion is decreased. To get the right multi-view stereo ground image, cameras' photosensitive surface should be parallax to the public focus plane and the cameras' optical axes should be offset to the center of public focus plane both atvertical direction and horizontal direction. It is very common to use virtual cameras, which is an ideal pinhole camera to display 3D model in computer system. We can use virtual cameras to simulate the shooting method of multi-view ground based stereo image. Here, two virtual shooting methods for ground based high-immersion 3D display are presented. The position of virtual camera is determined by the people's eye position in the real world. When the observer stand in the circumcircle of 3D ground display, offset perspective projection virtual cameras is used. If the observer stands out the circumcircle of 3D ground display, offset perspective projection virtual cameras and the orthogonal projection virtual cameras are adopted. In this paper, we mainly discussed the parameter setting of virtual cameras. The Near Clip Plane parameter setting is the main point in the first method, while the rotation angle of virtual cameras is the main point in the second method. In order to validate the results, we use the D3D and OpenGL to render scenes of different viewpoints and generate a stereoscopic image. A realistic visualization system for 3D models is constructed and demonstrated for viewing horizontally, which provides high-immersion 3D visualization. The displayed 3D scenes are compared with the real objects in the real world.
Real-Time 3D Ultrasound for Physiological Monitoring 22258.
1999-10-01
their software to acquire positioning information using a high precision mechanical arm ( MicroScribe arm from Immersion Corp., San Jose, CA) instead of...mechanical arm (Immersion MicroScribe ™) for 3D data acquisition, also adopted by EchoTech for 3D FreeScan. • Medical quality video capture by a...MHz Dell Dimen- sion XPS computer9 (under desk), MUSTPAC-2 Vir- tual Ultrasound Probe based on the Microscribe 3D articulated arm10 (on table
Immersive Visual Analytics for Transformative Neutron Scattering Science
DOE Office of Scientific and Technical Information (OSTI.GOV)
Steed, Chad A; Daniel, Jamison R; Drouhard, Margaret
The ORNL Spallation Neutron Source (SNS) provides the most intense pulsed neutron beams in the world for scientific research and development across a broad range of disciplines. SNS experiments produce large volumes of complex data that are analyzed by scientists with varying degrees of experience using 3D visualization and analysis systems. However, it is notoriously difficult to achieve proficiency with 3D visualizations. Because 3D representations are key to understanding the neutron scattering data, scientists are unable to analyze their data in a timely fashion resulting in inefficient use of the limited and expensive SNS beam time. We believe a moremore » intuitive interface for exploring neutron scattering data can be created by combining immersive virtual reality technology with high performance data analytics and human interaction. In this paper, we present our initial investigations of immersive visualization concepts as well as our vision for an immersive visual analytics framework that could lower the barriers to 3D exploratory data analysis of neutron scattering data at the SNS.« less
Photogrammetric Applications of Immersive Video Cameras
NASA Astrophysics Data System (ADS)
Kwiatek, K.; Tokarczyk, R.
2014-05-01
The paper investigates immersive videography and its application in close-range photogrammetry. Immersive video involves the capture of a live-action scene that presents a 360° field of view. It is recorded simultaneously by multiple cameras or microlenses, where the principal point of each camera is offset from the rotating axis of the device. This issue causes problems when stitching together individual frames of video separated from particular cameras, however there are ways to overcome it and applying immersive cameras in photogrammetry provides a new potential. The paper presents two applications of immersive video in photogrammetry. At first, the creation of a low-cost mobile mapping system based on Ladybug®3 and GPS device is discussed. The amount of panoramas is much too high for photogrammetric purposes as the base line between spherical panoramas is around 1 metre. More than 92 000 panoramas were recorded in one Polish region of Czarny Dunajec and the measurements from panoramas enable the user to measure the area of outdoors (adverting structures) and billboards. A new law is being created in order to limit the number of illegal advertising structures in the Polish landscape and immersive video recorded in a short period of time is a candidate for economical and flexible measurements off-site. The second approach is a generation of 3d video-based reconstructions of heritage sites based on immersive video (structure from immersive video). A mobile camera mounted on a tripod dolly was used to record the interior scene and immersive video, separated into thousands of still panoramas, was converted from video into 3d objects using Agisoft Photoscan Professional. The findings from these experiments demonstrated that immersive photogrammetry seems to be a flexible and prompt method of 3d modelling and provides promising features for mobile mapping systems.
3D Immersive Visualization with Astrophysical Data
NASA Astrophysics Data System (ADS)
Kent, Brian R.
2017-01-01
We present the refinement of a new 3D immersion technique for astrophysical data visualization.Methodology to create 360 degree spherical panoramas is reviewed. The 3D software package Blender coupled with Python and the Google Spatial Media module are used together to create the final data products. Data can be viewed interactively with a mobile phone or tablet or in a web browser. The technique can apply to different kinds of astronomical data including 3D stellar and galaxy catalogs, images, and planetary maps.
Laskar, Junaid M; Shravan Kumar, P; Herminghaus, Stephan; Daniels, Karen E; Schröter, Matthias
2016-04-20
Optically transparent immersion liquids with refractive index (n∼1.77) to match the sapphire-based aplanatic numerical aperture increasing lens (aNAIL) are necessary for achieving deep 3D imaging with high spatial resolution. We report that antimony tribromide (SbBr3) salt dissolved in liquid diiodomethane (CH2I2) provides a new high refractive index immersion liquid for optics applications. The refractive index is tunable from n=1.74 (pure) to n=1.873 (saturated), by adjusting either salt concentration or temperature; this allows it to match (or even exceed) the refractive index of sapphire. Importantly, the solution gives excellent light transmittance in the ultraviolet to near-infrared range, an improvement over commercially available immersion liquids. This refractive-index-matched immersion liquid formulation has enabled us to develop a sapphire-based aNAIL objective that has both high numerical aperture (NA=1.17) and long working distance (WD=12 mm). This opens up new possibilities for deep 3D imaging with high spatial resolution.
NASA Astrophysics Data System (ADS)
Angelidis, Dionysios; Chawdhary, Saurabh; Sotiropoulos, Fotis
2016-11-01
A novel numerical method is developed for solving the 3D, unsteady, incompressible Navier-Stokes equations on locally refined fully unstructured Cartesian grids in domains with arbitrarily complex immersed boundaries. Owing to the utilization of the fractional step method on an unstructured Cartesian hybrid staggered/non-staggered grid layout, flux mismatch and pressure discontinuity issues are avoided and the divergence free constraint is inherently satisfied to machine zero. Auxiliary/hanging nodes are used to facilitate the discretization of the governing equations. The second-order accuracy of the solver is ensured by using multi-dimension Lagrange interpolation operators and appropriate differencing schemes at the interface of regions with different levels of refinement. The sharp interface immersed boundary method is augmented with local near-boundary refinement to handle arbitrarily complex boundaries. The discrete momentum equation is solved with the matrix free Newton-Krylov method and the Krylov-subspace method is employed to solve the Poisson equation. The second-order accuracy of the proposed method on unstructured Cartesian grids is demonstrated by solving the Poisson equation with a known analytical solution. A number of three-dimensional laminar flow simulations of increasing complexity illustrate the ability of the method to handle flows across a range of Reynolds numbers and flow regimes. Laminar steady and unsteady flows past a sphere and the oblique vortex shedding from a circular cylinder mounted between two end walls demonstrate the accuracy, the efficiency and the smooth transition of scales and coherent structures across refinement levels. Large-eddy simulation (LES) past a miniature wind turbine rotor, parameterized using the actuator line approach, indicates the ability of the fully unstructured solver to simulate complex turbulent flows. Finally, a geometry resolving LES of turbulent flow past a complete hydrokinetic turbine illustrates the potential of the method to simulate turbulent flows past geometrically complex bodies on locally refined meshes. In all the cases, the results are found to be in very good agreement with published data and savings in computational resources are achieved.
Ge, Liang; Sotiropoulos, Fotis
2007-08-01
A novel numerical method is developed that integrates boundary-conforming grids with a sharp interface, immersed boundary methodology. The method is intended for simulating internal flows containing complex, moving immersed boundaries such as those encountered in several cardiovascular applications. The background domain (e.g the empty aorta) is discretized efficiently with a curvilinear boundary-fitted mesh while the complex moving immersed boundary (say a prosthetic heart valve) is treated with the sharp-interface, hybrid Cartesian/immersed-boundary approach of Gilmanov and Sotiropoulos [1]. To facilitate the implementation of this novel modeling paradigm in complex flow simulations, an accurate and efficient numerical method is developed for solving the unsteady, incompressible Navier-Stokes equations in generalized curvilinear coordinates. The method employs a novel, fully-curvilinear staggered grid discretization approach, which does not require either the explicit evaluation of the Christoffel symbols or the discretization of all three momentum equations at cell interfaces as done in previous formulations. The equations are integrated in time using an efficient, second-order accurate fractional step methodology coupled with a Jacobian-free, Newton-Krylov solver for the momentum equations and a GMRES solver enhanced with multigrid as preconditioner for the Poisson equation. Several numerical experiments are carried out on fine computational meshes to demonstrate the accuracy and efficiency of the proposed method for standard benchmark problems as well as for unsteady, pulsatile flow through a curved, pipe bend. To demonstrate the ability of the method to simulate flows with complex, moving immersed boundaries we apply it to calculate pulsatile, physiological flow through a mechanical, bileaflet heart valve mounted in a model straight aorta with an anatomical-like triple sinus.
Ge, Liang; Sotiropoulos, Fotis
2008-01-01
A novel numerical method is developed that integrates boundary-conforming grids with a sharp interface, immersed boundary methodology. The method is intended for simulating internal flows containing complex, moving immersed boundaries such as those encountered in several cardiovascular applications. The background domain (e.g the empty aorta) is discretized efficiently with a curvilinear boundary-fitted mesh while the complex moving immersed boundary (say a prosthetic heart valve) is treated with the sharp-interface, hybrid Cartesian/immersed-boundary approach of Gilmanov and Sotiropoulos [1]. To facilitate the implementation of this novel modeling paradigm in complex flow simulations, an accurate and efficient numerical method is developed for solving the unsteady, incompressible Navier-Stokes equations in generalized curvilinear coordinates. The method employs a novel, fully-curvilinear staggered grid discretization approach, which does not require either the explicit evaluation of the Christoffel symbols or the discretization of all three momentum equations at cell interfaces as done in previous formulations. The equations are integrated in time using an efficient, second-order accurate fractional step methodology coupled with a Jacobian-free, Newton-Krylov solver for the momentum equations and a GMRES solver enhanced with multigrid as preconditioner for the Poisson equation. Several numerical experiments are carried out on fine computational meshes to demonstrate the accuracy and efficiency of the proposed method for standard benchmark problems as well as for unsteady, pulsatile flow through a curved, pipe bend. To demonstrate the ability of the method to simulate flows with complex, moving immersed boundaries we apply it to calculate pulsatile, physiological flow through a mechanical, bileaflet heart valve mounted in a model straight aorta with an anatomical-like triple sinus. PMID:19194533
An immersive surgery training system with live streaming capability.
Yang, Yang; Guo, Xinqing; Yu, Zhan; Steiner, Karl V; Barner, Kenneth E; Bauer, Thomas L; Yu, Jingyi
2014-01-01
Providing real-time, interactive immersive surgical training has been a key research area in telemedicine. Earlier approaches have mainly adopted videotaped training that can only show imagery from a fixed view point. Recent advances on commodity 3D imaging have enabled a new paradigm for immersive surgical training by acquiring nearly complete 3D reconstructions of actual surgical procedures. However, unlike 2D videotaping that can easily stream data in real-time, by far 3D imaging based solutions require pre-capturing and processing the data; surgical trainings using the data have to be conducted offline after the acquisition. In this paper, we present a new real-time immersive 3D surgical training system. Our solution builds upon the recent multi-Kinect based surgical training system [1] that can acquire and display high delity 3D surgical procedures using only a small number of Microsoft Kinect sensors. We build on top of the system a client-server model for real-time streaming. On the server front, we efficiently fuse multiple Kinect data acquired from different viewpoints and compress and then stream the data to the client. On the client front, we build an interactive space-time navigator to allow remote users (e.g., trainees) to witness the surgical procedure in real-time as if they were present in the room.
Use of 3D techniques for virtual production
NASA Astrophysics Data System (ADS)
Grau, Oliver; Price, Marc C.; Thomas, Graham A.
2000-12-01
Virtual production for broadcast is currently mainly used in the form of virtual studios, where the resulting media is a sequence of 2D images. With the steady increase of 3D computing power in home PCs and the technical progress in 3D display technology, the content industry is looking for new kinds of program material, which makes use of 3D technology. The applications range form analysis of sport scenes, 3DTV, up to the creation of fully immersive content. In a virtual studio a camera films one or more actors in a controlled environment. The pictures of the actors can be segmented very accurately in real time using chroma keying techniques. The isolated silhouette can be integrated into a new synthetic virtual environment using a studio mixer. The resulting shape description of the actors is 2D so far. For the realization of more sophisticated optical interactions of the actors with the virtual environment, such as occlusions and shadows, an object-based 3D description of scenes is needed. However, the requirements of shape accuracy, and the kind of representation, differ in accordance with the application. This contribution gives an overview of requirements and approaches for the generation of an object-based 3D description in various applications studied by the BBC R and D department. An enhanced Virtual Studio for 3D programs is proposed that covers a range of applications for virtual production.
Cardiac changes induced by immersion and breath-hold diving in humans.
Marabotti, Claudio; Scalzini, Alessandro; Cialoni, Danilo; Passera, Mirko; L'Abbate, Antonio; Bedini, Remo
2009-01-01
To evaluate the separate cardiovascular response to body immersion and increased environmental pressure during diving, 12 healthy male subjects (mean age 35.2 +/- 6.5 yr) underwent two-dimensional Doppler echocardiography in five different conditions: out of water (basal); head-out immersion while breathing (condition A); fully immersed at the surface while breathing (condition B) and breath holding (condition C); and breath-hold diving at 5-m depth (condition D). Heart rate, left ventricular volumes, stroke volume, and cardiac output were obtained by underwater echocardiography. Early (E) and late (A) transmitral flow velocities, their ratio (E/A), and deceleration time of E (DTE) were also obtained from pulsed-wave Doppler, as left ventricular diastolic function indexes. The experimental protocol induced significant reductions in left ventricular volumes, left ventricular stroke volume (P < 0.05), cardiac output (P < 0.001), and heart rate (P < 0.05). A significant increase in E peak (P < 0.01) and E/A (P < 0.01) and a significant reduction of DTE (P < 0.01) were also observed. Changes occurring during diving (condition D) accounted for most of the changes observed in the experimental series. In particular, cardiac output at condition D was significantly lower compared with each of the other experimental conditions, E/A was significantly higher during condition D than in conditions A and C. Finally, DTE was significantly shorter at condition D than in basal and condition C. This study confirms a reduction of cardiac output in diving humans. Since most of the changes were observed during diving, the increased environmental pressure seems responsible for this hemodynamic rearrangement. Left ventricular diastolic function changes suggest a constrictive effect on the heart, possibly accounting for cardiac output reduction.
Full Immersive Virtual Environment Cave[TM] in Chemistry Education
ERIC Educational Resources Information Center
Limniou, M.; Roberts, D.; Papadopoulos, N.
2008-01-01
By comparing two-dimensional (2D) chemical animations designed for computer's desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVE[TM] we studied how virtual reality environments could raise student's interest and motivation for learning. By using the 3ds max[TM], we can visualize…
CliniSpace: a multiperson 3D online immersive training environment accessible through a browser.
Dev, Parvati; Heinrichs, W LeRoy; Youngblood, Patricia
2011-01-01
Immersive online medical environments, with dynamic virtual patients, have been shown to be effective for scenario-based learning (1). However, ease of use and ease of access have been barriers to their use. We used feedback from prior evaluation of these projects to design and develop CliniSpace. To improve usability, we retained the richness of prior virtual environments but modified the user interface. To improve access, we used a Software-as-a-Service (SaaS) approach to present a richly immersive 3D environment within a web browser.
A Voice and Mouse Input Interface for 3D Virtual Environments
NASA Technical Reports Server (NTRS)
Kao, David L.; Bryson, Steve T.
2003-01-01
There have been many successful stories on how 3D input devices can be fully integrated into an immersive virtual environment. Electromagnetic trackers, optical trackers, gloves, and flying mice are just some of these input devices. Though we can use existing 3D input devices that are commonly used for VR applications, there are several factors that prevent us from choosing these input devices for our applications. One main factor is that most of these tracking devices are not suitable for prolonged use due to human fatigue associated with using them. A second factor is that many of them would occupy additional office space. Another factor is that many of the 3D input devices are expensive due to the unusual hardware that are required. For our VR applications, we want a user interface that would work naturally with standard equipment. In this paper, we demonstrate applications or our proposed muitimodal interface using a 3D dome display. We also show that effective data analysis can be achieved while the scientists view their data rendered inside the dome display and perform user interactions simply using the mouse and voice input. Though the sphere coordinate grid seems to be ideal for interaction using a 3D dome display, we can also use other non-spherical grids as well.
Liluashvili, Vaja; Kalayci, Selim; Fluder, Eugene; Wilson, Manda; Gabow, Aaron
2017-01-01
Abstract Visualizations of biomolecular networks assist in systems-level data exploration in many cellular processes. Data generated from high-throughput experiments increasingly inform these networks, yet current tools do not adequately scale with concomitant increase in their size and complexity. We present an open source software platform, interactome-CAVE (iCAVE), for visualizing large and complex biomolecular interaction networks in 3D. Users can explore networks (i) in 3D using a desktop, (ii) in stereoscopic 3D using 3D-vision glasses and a desktop, or (iii) in immersive 3D within a CAVE environment. iCAVE introduces 3D extensions of known 2D network layout, clustering, and edge-bundling algorithms, as well as new 3D network layout algorithms. Furthermore, users can simultaneously query several built-in databases within iCAVE for network generation or visualize their own networks (e.g., disease, drug, protein, metabolite). iCAVE has modular structure that allows rapid development by addition of algorithms, datasets, or features without affecting other parts of the code. Overall, iCAVE is the first freely available open source tool that enables 3D (optionally stereoscopic or immersive) visualizations of complex, dense, or multi-layered biomolecular networks. While primarily designed for researchers utilizing biomolecular networks, iCAVE can assist researchers in any field. PMID:28814063
Liluashvili, Vaja; Kalayci, Selim; Fluder, Eugene; Wilson, Manda; Gabow, Aaron; Gümüs, Zeynep H
2017-08-01
Visualizations of biomolecular networks assist in systems-level data exploration in many cellular processes. Data generated from high-throughput experiments increasingly inform these networks, yet current tools do not adequately scale with concomitant increase in their size and complexity. We present an open source software platform, interactome-CAVE (iCAVE), for visualizing large and complex biomolecular interaction networks in 3D. Users can explore networks (i) in 3D using a desktop, (ii) in stereoscopic 3D using 3D-vision glasses and a desktop, or (iii) in immersive 3D within a CAVE environment. iCAVE introduces 3D extensions of known 2D network layout, clustering, and edge-bundling algorithms, as well as new 3D network layout algorithms. Furthermore, users can simultaneously query several built-in databases within iCAVE for network generation or visualize their own networks (e.g., disease, drug, protein, metabolite). iCAVE has modular structure that allows rapid development by addition of algorithms, datasets, or features without affecting other parts of the code. Overall, iCAVE is the first freely available open source tool that enables 3D (optionally stereoscopic or immersive) visualizations of complex, dense, or multi-layered biomolecular networks. While primarily designed for researchers utilizing biomolecular networks, iCAVE can assist researchers in any field. © The Authors 2017. Published by Oxford University Press.
NASA Technical Reports Server (NTRS)
Head, James W.; Huffman, J. N.; Forsberg, A. S.; Hurwitz, D. M.; Basilevsky, A. T.; Ivanov, M. A.; Dickson, J. L.; Kumar, P. Senthil
2008-01-01
We are currently investigating new technological developments in computer visualization and analysis in order to assess their importance and utility in planetary geological analysis and mapping [1,2]. Last year we reported on the range of technologies available and on our application of these to various problems in planetary mapping [3]. In this contribution we focus on the application of these techniques and tools to Venus geological mapping at the 1:5M quadrangle scale. In our current Venus mapping projects we have utilized and tested the various platforms to understand their capabilities and assess their usefulness in defining units, establishing stratigraphic relationships, mapping structures, reaching consensus on interpretations and producing map products. We are specifically assessing how computer visualization display qualities (e.g., level of immersion, stereoscopic vs. monoscopic viewing, field of view, large vs. small display size, etc.) influence performance on scientific analysis and geological mapping. We have been exploring four different environments: 1) conventional desktops (DT), 2) semi-immersive Fishtank VR (FT) (i.e., a conventional desktop with head-tracked stereo and 6DOF input), 3) tiled wall displays (TW), and 4) fully immersive virtual reality (IVR) (e.g., "Cave Automatic Virtual Environment," or Cave system). Formal studies demonstrate that fully immersive Cave environments are superior to desktop systems for many tasks [e.g., 4].
Stark, Lloyd R; McLetchie, D Nicholas; Greenwood, Joshua L; Eppley, Sarah M
2016-05-01
Free-living sperm of mosses are known to be partially desiccation tolerant. We hypothesized that mature moss antheridia should also tolerate desiccation and that rehydration to partial turgor (prehydration) or rehydration to full turgor (rehydration) before immersion in water is required for full recovery from any damaging effects of prior desiccation. Bryum argenteum (silvery-thread moss) was grown in continuous culture for several months, produced mature perigonia (clusters of antheridia), and these were subjected to a slow rate of drying (∼36 h from full turgor to desiccation) and equilibration with 50% relative humidity. Perigonia were prehydrated (exposed to a saturated atmosphere) or rehydrated (planted upright in saturated media) for 0, 45, 90, 135, 180, and 1440 min, then immersed in sterile water. Time to first sperm mass release, number of antheridia releasing sperm masses, and the integrity of the first sperm mass released were assessed. Rehydration of dried antheridia for at least 3 h before immersion in water resulted in antheridia functioning similar to control undried antheridia. Compared with rehydration, prehydration was not effective in the recovery of antheridia from desiccation. For the first time, moss antheridia are shown to be fully desiccation tolerant at a functional level, capable of releasing fully functional sperm following a slow drying event provided the antheridia are allowed to rehydrate at least 3 h before immersion in water. © 2016 Botanical Society of America.
The Effects of 3D Immersion on CSL Students' Listening Comprehension
ERIC Educational Resources Information Center
Lan, Yu-Ju; Liao, Chia-Ying
2018-01-01
The study aimed at enhancing Chinese as a second language (CSL) students' listening comprehension by using authentic contexts in Second Life (SL). Twenty-seven CSL students from 4 countries participated in the 6-week study. A within-subject design was adopted to confirm the effects of 3D immersive experiences on CSL students' listening…
NASA Astrophysics Data System (ADS)
Nathan Harris, E.; Morgenthaler, George W.
2004-07-01
Beginning in 1995, a team of 3-D engineering visualization experts assembled at the Lockheed Martin Space Systems Company and began to develop innovative virtual prototyping simulation tools for performing ground processing and real-time visualization of design and planning of aerospace missions. At the University of Colorado, a team of 3-D visualization experts also began developing the science of 3-D visualization and immersive visualization at the newly founded British Petroleum (BP) Center for visualization, which began operations in October, 2001. BP acquired ARCO in the year 2000 and awarded the 3-D flexible IVE developed by ARCO (beginning in 1990) to the University of Colorado, CU, the winner in a competition among 6 Universities. CU then hired Dr. G. Dorn, the leader of the ARCO team as Center Director, and the other experts to apply 3-D immersive visualization to aerospace and to other University Research fields, while continuing research on surface interpretation of seismic data and 3-D volumes. This paper recounts further progress and outlines plans in Aerospace applications at Lockheed Martin and CU.
Art-Science-Technology collaboration through immersive, interactive 3D visualization
NASA Astrophysics Data System (ADS)
Kellogg, L. H.
2014-12-01
At the W. M. Keck Center for Active Visualization in Earth Sciences (KeckCAVES), a group of geoscientists and computer scientists collaborate to develop and use of interactive, immersive, 3D visualization technology to view, manipulate, and interpret data for scientific research. The visual impact of immersion in a CAVE environment can be extremely compelling, and from the outset KeckCAVES scientists have collaborated with artists to bring this technology to creative works, including theater and dance performance, installations, and gamification. The first full-fledged collaboration designed and produced a performance called "Collapse: Suddenly falling down", choreographed by Della Davidson, which investigated the human and cultural response to natural and man-made disasters. Scientific data (lidar scans of disaster sites, such as landslides and mine collapses) were fully integrated into the performance by the Sideshow Physical Theatre. This presentation will discuss both the technological and creative characteristics of, and lessons learned from the collaboration. Many parallels between the artistic and scientific process emerged. We observed that both artists and scientists set out to investigate a topic, solve a problem, or answer a question. Refining that question or problem is an essential part of both the creative and scientific workflow. Both artists and scientists seek understanding (in this case understanding of natural disasters). Differences also emerged; the group noted that the scientists sought clarity (including but not limited to quantitative measurements) as a means to understanding, while the artists embraced ambiguity, also as a means to understanding. Subsequent art-science-technology collaborations have responded to evolving technology for visualization and include gamification as a means to explore data, and use of augmented reality for informal learning in museum settings.
A new 3D immersed boundary method for non-Newtonian fluid-structure-interaction with application
NASA Astrophysics Data System (ADS)
Zhu, Luoding
2017-11-01
Motivated by fluid-structure-interaction (FSI) phenomena in life sciences (e.g., motions of sperm and cytoskeleton in complex fluids), we introduce a new immersed boundary method for FSI problems involving non-Newtonian fluids in three dimensions. The non-Newtonian fluids are modelled by the FENE-P model (including the Oldroyd-B model as an especial case) and numerically solved by a lattice Boltzmann scheme (the D3Q7 model). The fluid flow is modelled by the lattice Boltzmann equations and numerically solved by the D3Q19 model. The deformable structure and the fluid-structure-interaction are handled by the immersed boundary method. As an application, we study a FSI toy problem - interaction of an elastic plate (flapped at its leading edge and restricted nowhere else) with a non-Newtonian fluid in a 3D flow. Thanks to the support of NSF-DMS support under research Grant 1522554.
Software for math and science education for the deaf.
Adamo-Villani, Nicoletta; Wilbur, Ronnie
2010-01-01
In this article, we describe the development of two novel approaches to teaching math and science concepts to deaf children using 3D animated interactive software. One approach, Mathsigner, is non-immersive and the other, SMILE, is a virtual reality immersive environment. The content is curriculum-based, and the animated signing characters are constructed with state-of-the art technology and design. We report preliminary development findings of usability and appeal based on programme features (e.g. 2D/3D, immersiveness, interaction type, avatar and interface design) and subject features (hearing status, gender and age). Programme features of 2D/3D, immersiveness and interaction type were very much affected by subject features. Among subject features, we find significant effects of hearing status (deaf children take longer time and make more mistakes than hearing children) and gender (girls take longer than boys; girls prefer immersive environments rather than desktop presentation; girls are more interested in content than technology compared to boys). For avatar type, we found a preference for seamless, deformable characters over segmented ones. For interface comparisons, there were no subject effects, but an animated interface resulted in reduced time to task completion compared to static interfaces with and without sound and highlighting. These findings identify numerous features that affect software design and appeal and suggest that designers must be careful in their assumptions during programme development.
Thomas, Kate N; van Rij, André M; Lucas, Samuel J E; Gray, Andrew R; Cotter, James D
2016-01-01
Exercise induces arterial flow patterns that promote functional and structural adaptations, improving functional capacity and reducing cardiovascular risk. While heat is produced by exercise, local and whole-body passive heating have recently been shown to generate favorable flow profiles and associated vascular adaptations in the upper limb. Flow responses to acute heating in the lower limbs have not yet been assessed, or directly compared to exercise, and other cardiovascular effects of lower-limb heating have not been fully characterized. Lower-limb heating by hot-water immersion (30 min at 42°C, to the waist) was compared to matched-duration treadmill running (65-75% age-predicted heart rate maximum) in 10 healthy, young adult volunteers. Superficial femoral artery shear rate assessed immediately upon completion was increased to a greater extent following immersion (mean ± SD: immersion +252 ± 137% vs. exercise +155 ± 69%, interaction: p = 0.032), while superficial femoral artery flow-mediated dilation was unchanged in either intervention. Immersion increased heart rate to a lower peak than during exercise (immersion +38 ± 3 beats·min -1 vs. exercise +87 ± 3 beats·min -1 , interaction: p < 0.001), whereas only immersion reduced mean arterial pressure after exposure (-8 ± 3 mmHg, p = 0.012). Core temperature increased twice as much during immersion as exercise (+1.3 ± 0.4°C vs. +0.6 ± 0.4°C, p < 0.001). These data indicate that acute lower-limb hot-water immersion has potential to induce favorable shear stress patterns and cardiovascular responses within vessels prone to atherosclerosis. Whether repetition of lower-limb heating has long-term beneficial effects in such vasculature remains unexplored.
Lipid-induced thermogenesis is up-regulated by the first cold-water immersions in juvenile penguins.
Teulier, Loïc; Rey, Benjamin; Tornos, Jérémy; Le Coadic, Marion; Monternier, Pierre-Axel; Bourguignon, Aurore; Dolmazon, Virginie; Romestaing, Caroline; Rouanet, Jean-Louis; Duchamp, Claude; Roussel, Damien
2016-07-01
The passage from shore to marine life is a critical step in the development of juvenile penguins and is characterized by a fuel selection towards lipid oxidation concomitant to an enhancement of lipid-induced thermogenesis. However, mechanisms of such thermogenic improvement at fledging remain undefined. We used two different groups of pre-fledging king penguins (Aptenodytes patagonicus) to investigate the specific contribution of cold exposure during water immersion to lipid metabolism. Terrestrial penguins that had never been immersed in cold water were compared with experimentally cold-water immersed juveniles. Experimentally immersed penguins underwent ten successive immersions at approximately 9-10 °C for 5 h over 3 weeks. We evaluated adaptive thermogenesis by measuring body temperature, metabolic rate and shivering activity in fully immersed penguins exposed to water temperatures ranging from 12 to 29 °C. Both never-immersed and experimentally immersed penguins were able to maintain their homeothermy in cold water, exhibiting similar thermogenic activity. In vivo, perfusion of lipid emulsion at thermoneutrality induced a twofold larger calorigenic response in experimentally immersed than in never-immersed birds. In vitro, the respiratory rates and the oxidative phosphorylation efficiency of isolated muscle mitochondria were not improved with cold-water immersions. The present study shows that acclimation to cold water only partially reproduced the fuel selection towards lipid oxidation that characterizes penguin acclimatization to marine life.
NASA Astrophysics Data System (ADS)
Harris, E.
Planning, Implementation and Optimization of Future Space Missions using an Immersive Visualization Environment (IVE) Machine E. N. Harris, Lockheed Martin Space Systems, Denver, CO and George.W. Morgenthaler, U. of Colorado at Boulder History: A team of 3-D engineering visualization experts at the Lockheed Martin Space Systems Company have developed innovative virtual prototyping simulation solutions for ground processing and real-time visualization of design and planning of aerospace missions over the past 6 years. At the University of Colorado, a team of 3-D visualization experts are developing the science of 3-D visualization and immersive visualization at the newly founded BP Center for Visualization, which began operations in October, 2001. (See IAF/IAA-01-13.2.09, "The Use of 3-D Immersive Visualization Environments (IVEs) to Plan Space Missions," G. A. Dorn and G. W. Morgenthaler.) Progressing from Today's 3-D Engineering Simulations to Tomorrow's 3-D IVE Mission Planning, Simulation and Optimization Techniques: 3-D (IVEs) and visualization simulation tools can be combined for efficient planning and design engineering of future aerospace exploration and commercial missions. This technology is currently being developed and will be demonstrated by Lockheed Martin in the (IVE) at the BP Center using virtual simulation for clearance checks, collision detection, ergonomics and reach-ability analyses to develop fabrication and processing flows for spacecraft and launch vehicle ground support operations and to optimize mission architecture and vehicle design subject to realistic constraints. Demonstrations: Immediate aerospace applications to be demonstrated include developing streamlined processing flows for Reusable Space Transportation Systems and Atlas Launch Vehicle operations and Mars Polar Lander visual work instructions. Long-range goals include future international human and robotic space exploration missions such as the development of a Mars Reconnaissance Orbiter and Lunar Base construction scenarios. Innovative solutions utilizing Immersive Visualization provide the key to streamlining the mission planning and optimizing engineering design phases of future aerospace missions.
Bédouin, Y; Pellen Mussi, P; Tricot-Doleux, S; Chauvel-Lebret, D; Auroy, P; Ravalec, X; Oudadesse, H; Perez, F
2015-01-01
This study reports the in vitro biocompatibility of a composite biomaterial composed of 46S6 bioactive glass in association with chitosan (CH) by using 3D osteoblast culture of SaOS2. The 46S6 and CH composite (46S6-CH) forms small hydroxyapatite crystals on its surface after only three days immersion in the simulated body fluid. For 2D osteoblast culture, a significant increase in cell proliferation was observed after three days of contact with 46S6 or 46S6-CH-immersed media. After six days, 46S6-CH led to a significant increase in cell proliferation (128%) compared with pure 46S6 (113%) and pure CH (122%). For 3D osteoblast culture, after six days of culture, there was an increase in gene expression of markers of the early osteoblastic differentiation (RUNX2, ALP, COL1A1). Geometric structures corresponding to small apatite clusters were observed by SEM on the surface of the spheroids cultivated with 46S6 or 46S6-CH-immersed media. We showed different cellular responses depending on the 2D and 3D cell culture model. The induction of osteoblast differentiation in the 3D cell culture explained the differences of cell proliferation in contact with 46S6, CH or 46S6-CH-immersed media. This study confirmed that the 3D cell culture model is a very promising tool for in vitro biological evaluation of bone substitutes' properties.
NASA Astrophysics Data System (ADS)
Pariser, O.; Calef, F.; Manning, E. M.; Ardulov, V.
2017-12-01
We will present implementation and study of several use-cases of utilizing Virtual Reality (VR) for immersive display, interaction and analysis of large and complex 3D datasets. These datasets have been acquired by the instruments across several Earth, Planetary and Solar Space Robotics Missions. First, we will describe the architecture of the common application framework that was developed to input data, interface with VR display devices and program input controllers in various computing environments. Tethered and portable VR technologies will be contrasted and advantages of each highlighted. We'll proceed to presenting experimental immersive analytics visual constructs that enable augmentation of 3D datasets with 2D ones such as images and statistical and abstract data. We will conclude by presenting comparative analysis with traditional visualization applications and share the feedback provided by our users: scientists and engineers.
Social Interaction Development through Immersive Virtual Environments
ERIC Educational Resources Information Center
Beach, Jason; Wendt, Jeremy
2014-01-01
The purpose of this pilot study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity…
Visualizing the process of interaction in a 3D environment
NASA Astrophysics Data System (ADS)
Vaidya, Vivek; Suryanarayanan, Srikanth; Krishnan, Kajoli; Mullick, Rakesh
2007-03-01
As the imaging modalities used in medicine transition to increasingly three-dimensional data the question of how best to interact with and analyze this data becomes ever more pressing. Immersive virtual reality systems seem to hold promise in tackling this, but how individuals learn and interact in these environments is not fully understood. Here we will attempt to show some methods in which user interaction in a virtual reality environment can be visualized and how this can allow us to gain greater insight into the process of interaction/learning in these systems. Also explored is the possibility of using this method to improve understanding and management of ergonomic issues within an interface.
NASA Astrophysics Data System (ADS)
Myrcha, Julian; Trzciński, Tomasz; Rokita, Przemysław
2017-08-01
Analyzing massive amounts of data gathered during many high energy physics experiments, including but not limited to the LHC ALICE detector experiment, requires efficient and intuitive methods of visualisation. One of the possible approaches to that problem is stereoscopic 3D data visualisation. In this paper, we propose several methods that provide high quality data visualisation and we explain how those methods can be applied in virtual reality headsets. The outcome of this work is easily applicable to many real-life applications needed in high energy physics and can be seen as a first step towards using fully immersive virtual reality technologies within the frames of the ALICE experiment.
ERIC Educational Resources Information Center
Soleimani, Ali
2013-01-01
Immersive 3D worlds can be designed to effectively engage students in peer-to-peer collaborative learning activities, supported by scientific visualization, to help with understanding complex concepts associated with learning science, technology, engineering, and mathematics (STEM). Previous research studies have shown STEM learning benefits…
ERIC Educational Resources Information Center
Dalgarno, Barney; Lee, Mark J. W.; Carlson, Lauren; Gregory, Sue; Tynan, Belinda
2011-01-01
This article describes the research design of, and reports selected findings from, a scoping study aimed at examining current and planned applications of 3D immersive virtual worlds at higher education institutions across Australia and New Zealand. The scoping study is the first of its kind in the region, intended to parallel and complement a…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Yu, J.S.; Lee, H.; Lee, S.M.
1999-12-01
The effects of a combination hot-immersion and slow-charging method on the activation of a Zr-based alloy were investigated. A Zr{sub 0.7}Ti{sub 0.3}Cr{sub 0.3}Mn{sub 0.3}V{sub 0.4}Ni{sub 1.0} alloy electrode was treated with two steps: alloy electrodes were immersed at 80 C for 12 h in a KOH solution and then charged at a low current density for one cycle. It was found that the alloy electrode activation was greatly improved after this hot-immersion and slow-charging treatment, and furthermore the treated electrodes were fully activated at the first normal cycle. The effects of this treatment are discussed on the basis of resultsmore » obtained by scanning electron microscopy, Auger electron spectroscopy, and inductively coupled plasma spectroscopy. The hot-immersion and slow-charging method was successfully applied to the formation process of 80 Ah Ni/MH cells using this Zr-based alloy.« less
Pathways for Learning from 3D Technology
Carrier, L. Mark; Rab, Saira S.; Rosen, Larry D.; Vasquez, Ludivina; Cheever, Nancy A.
2016-01-01
The purpose of this study was to find out if 3D stereoscopic presentation of information in a movie format changes a viewer's experience of the movie content. Four possible pathways from 3D presentation to memory and learning were considered: a direct connection based on cognitive neuroscience research; a connection through "immersion" in that 3D presentations could provide additional sensorial cues (e.g., depth cues) that lead to a higher sense of being surrounded by the stimulus; a connection through general interest such that 3D presentation increases a viewer’s interest that leads to greater attention paid to the stimulus (e.g., "involvement"); and a connection through discomfort, with the 3D goggles causing discomfort that interferes with involvement and thus with memory. The memories of 396 participants who viewed two-dimensional (2D) or 3D movies at movie theaters in Southern California were tested. Within three days of viewing a movie, participants filled out an online anonymous questionnaire that queried them about their movie content memories, subjective movie-going experiences (including emotional reactions and "presence") and demographic backgrounds. The responses to the questionnaire were subjected to path analyses in which several different links between 3D presentation to memory (and other variables) were explored. The results showed there were no effects of 3D presentation, either directly or indirectly, upon memory. However, the largest effects of 3D presentation were on emotions and immersion, with 3D presentation leading to reduced positive emotions, increased negative emotions and lowered immersion, compared to 2D presentations. PMID:28078331
Simultaneous neural and movement recording in large-scale immersive virtual environments.
Snider, Joseph; Plank, Markus; Lee, Dongpyo; Poizner, Howard
2013-10-01
Virtual reality (VR) allows precise control and manipulation of rich, dynamic stimuli that, when coupled with on-line motion capture and neural monitoring, can provide a powerful means both of understanding brain behavioral relations in the high dimensional world and of assessing and treating a variety of neural disorders. Here we present a system that combines state-of-the-art, fully immersive, 3D, multi-modal VR with temporally aligned electroencephalographic (EEG) recordings. The VR system is dynamic and interactive across visual, auditory, and haptic interactions, providing sight, sound, touch, and force. Crucially, it does so with simultaneous EEG recordings while subjects actively move about a 20 × 20 ft² space. The overall end-to-end latency between real movement and its simulated movement in the VR is approximately 40 ms. Spatial precision of the various devices is on the order of millimeters. The temporal alignment with the neural recordings is accurate to within approximately 1 ms. This powerful combination of systems opens up a new window into brain-behavioral relations and a new means of assessment and rehabilitation of individuals with motor and other disorders.
ERIC Educational Resources Information Center
Nussli, Natalie; Oh, Kevin
2014-01-01
The overarching question that guides this review is to identify the key components of effective teacher training in virtual schooling, with a focus on three-dimensional (3D) immersive virtual worlds (IVWs). The process of identifying the essential components of effective teacher training in the use of 3D IVWs will be described step-by-step. First,…
NASA Astrophysics Data System (ADS)
Angeletaki, A.; Carrozzino, M.; Johansen, S.
2013-07-01
In this paper we present an experimental environment of 3D books combined with a game application that has been developed by a collaboration project between the Norwegian University of Science and Technology in Trondheim, Norway the NTNU University Library, and the Percro laboratory of Santa Anna University in Pisa, Italy. MUBIL is an international research project involving museums, libraries and ICT academy partners aiming to develop a consistent methodology enabling the use of Virtual Environments as a metaphor to present manuscripts content through the paradigms of interaction and immersion, evaluating different possible alternatives. This paper presents the results of the application of two prototypes of books augmented with the use of XVR and IL technology. We explore immersive-reality design strategies in archive and library contexts for attracting new users. Our newly established Mubil-lab has invited school classes to test the books augmented with 3D models and other multimedia content in order to investigate whether the immersion in such environments can create wider engagement and support learning. The metaphor of 3D books and game designs in a combination allows the digital books to be handled through a tactile experience and substitute the physical browsing. In this paper we present some preliminary results about the enrichment of the user experience in such environment.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Markidis, S.; Rizwan, U.
The use of virtual nuclear control room can be an effective and powerful tool for training personnel working in the nuclear power plants. Operators could experience and simulate the functioning of the plant, even in critical situations, without being in a real power plant or running any risk. 3D models can be exported to Virtual Reality formats and then displayed in the Virtual Reality environment providing an immersive 3D experience. However, two major limitations of this approach are that 3D models exhibit static textures, and they are not fully interactive and therefore cannot be used effectively in training personnel. Inmore » this paper we first describe a possible solution for embedding the output of a computer application in a 3D virtual scene, coupling real-world applications and VR systems. The VR system reported here grabs the output of an application running on an X server; creates a texture with the output and then displays it on a screen or a wall in the virtual reality environment. We then propose a simple model for providing interaction between the user in the VR system and the running simulator. This approach is based on the use of internet-based application that can be commanded by a laptop or tablet-pc added to the virtual environment. (authors)« less
VILLAGE--Virtual Immersive Language Learning and Gaming Environment: Immersion and Presence
ERIC Educational Resources Information Center
Wang, Yi Fei; Petrina, Stephen; Feng, Francis
2017-01-01
3D virtual worlds are promising for immersive learning in English as a Foreign Language (EFL). Unlike English as a Second Language (ESL), EFL typically takes place in the learners' home countries, and the potential of the language is limited by geography. Although learning contexts where English is spoken is important, in most EFL courses at the…
Immersive 3D exposure-based treatment for spider fear: A randomized controlled trial.
Minns, Sean; Levihn-Coon, Andrew; Carl, Emily; Smits, Jasper A J; Miller, Wayne; Howard, Don; Papini, Santiago; Quiroz, Simon; Lee-Furman, Eunjung; Telch, Michael; Carlbring, Per; Xanthopoulos, Drew; Powers, Mark B
2018-06-04
Stereoscopic 3D gives the viewer the same shape, size, perspective and depth they would experience viewing the real world and could mimic the perceptual threat cues present in real life. This is the first study to investigate whether an immersive stereoscopic 3D video exposure-based treatment would be effective in reducing fear of spiders. Participants with a fear of spiders (N = 77) watched two psychoeducational videos with facts about spiders and phobias. They were then randomized to a treatment condition that watched a single session of a stereoscopic 3D immersive video exposure-based treatment (six 5-min exposures) delivered through a virtual reality headset or a psychoeducation only control condition that watched a 30-min neutral video (2D documentary) presented on a computer monitor. Assessments of spider fear (Fear of Spiders Questionnaire [FSQ], Behavioral Approach Task [BAT], & subjective ratings of fear) were completed pre- and post-treatment. Consistent with prediction, the stereoscopic 3D video condition outperformed the control condition in reducing fear of spiders showing a large between-group effect size on the FSQ (Cohen's d = 0.85) and a medium between-group effect size on the BAT (Cohen's d = 0.47). This provides initial support for stereoscopic 3D video in treating phobias. Copyright © 2018 Elsevier Ltd. All rights reserved.
Panariello, Beatriz Helena Dias; Izumida, Fernanda Emiko; Moffa, Eduardo Buozi; Pavarina, Ana Claudia; Jorge, Janaina Habib; Giampaolo, Eunice Teresinha
2015-06-01
To investigate the cumulative effects of brushing (B) or immersion (I), using different cleansing agents, on the surface roughness, hardness and color stability of a heat-polymerized denture resin, Lucitone 550 (L), and a hard chairside reline resin, Tokuyama Rebase Fast II (T). A total of 316 specimens (10 x 2 mm) were fabricated. The specimens (n = 9) were divided into brushing or immersion groups according to the following agents: dentifrice/distilled water (D), 1% sodium hypochlorite (NaOCl), Corega Tabs (Pb), 1% chlorhexidine gluconate (Chx), and 0.2% peracetic acid (Ac). Brushing and immersion were tested independently. Assays were performed after 1, 3, 21, 45 and 90 brushing cycles or immersion of 10 seconds each. Data were evaluated statistically by repeated measures ANOVA. Tukey's honestly significant difference (HSD) post-hoc test was used to determine differences between means (α = 0.05). For L there was no statistically significant difference in roughness, except a significant decrease in roughness by brushing with D. T showed a significant effect on the roughness after 90 immersions with Ac. Hardness values decreased for L when specimens were immersed or brushed in NaOCl and Pb. The hardness of T decreased with increases in the repetitions (immersion or brushing), regardless of the cleaning method. Values of color stability for L resin showed significant color change after brushing with and immersion in Ac and Pb. Brushing with D exhibited a higher incidence of color change. For T there were no significant differences between cleaning agents and repetitions in immersion. A color change was noted after three brushings with the Ac, Chx, and D. Brushing with dentifrice decreased roughness of L. Immersion in or brushing with NaOCl and Pb decreased the hardness of L. For T, hardness decreased with increases in immersions or brushing. Color changes after the immersion in or brushing with cleaning agents were clinically acceptable according to National Bureau of Standards parameters for both resins.
CaveCAD: a tool for architectural design in immersive virtual environments
NASA Astrophysics Data System (ADS)
Schulze, Jürgen P.; Hughes, Cathleen E.; Zhang, Lelin; Edelstein, Eve; Macagno, Eduardo
2014-02-01
Existing 3D modeling tools were designed to run on desktop computers with monitor, keyboard and mouse. To make 3D modeling possible with mouse and keyboard, many 3D interactions, such as point placement or translations of geometry, had to be mapped to the 2D parameter space of the mouse, possibly supported by mouse buttons or keyboard keys. We hypothesize that had the designers of these existing systems had been able to assume immersive virtual reality systems as their target platforms, they would have been able to design 3D interactions much more intuitively. In collaboration with professional architects, we created a simple, but complete 3D modeling tool for virtual environments from the ground up and use direct 3D interaction wherever possible and adequate. In this publication, we present our approaches for interactions for typical 3D modeling functions, such as geometry creation, modification of existing geometry, and assignment of surface materials. We also discuss preliminary user experiences with this system.
NASA Astrophysics Data System (ADS)
Fernandes, Daniel J.; Vidal, Rafael; Assayag, Ariel; de Biasi, Ronaldo S.; Elias, Carlos N.
2017-01-01
The mechanical, chemical, roughness and wettability properties of 70/30 poly (L,DL-lactide acid) three-dimensional (3D)-printed surgical plates made with extruded polymer filaments developed in the first part of this work were investigated. The plates were printed with horizontal (HRZ) and vertical (VRT) running layer orientations and evaluated by tensile, Fourier transform infrared (FTIR), optical perfilometry and wettability tests before and after degradation in simulated body fluid (SBF) for 21 days. The results show that the ultimate tensile strength (UTS) of HRZ plates before immersion in SBF was higher (34.1 MPa) than that of VRT plates (31.8 MPa). The Young's modulus ( E) of HRZ plates and VRT plates are similar (4 GPa). After immersion in SBF, the UTS of HRZ plates dropped to 20.5 MPa and E decreased to 3.3 GPa. VRT were not tested after SBF immersion due to the large degradation. FTIR analysis showed no evidence of chemical change in the plates after immersion in SBF. The roughness parameter R3z of VRT surfaces (19.54 µm) was higher than that of the HRZ surfaces (12.80 µm). The roughness parameters increased after degradation in SBF ( p = 0.7048). The contact angles of HRZ surfaces before immersion in SBF (66.28°) were higher than after immersion in SBF (18.12°); the same behavior was also observed in VRT plates.
Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education
NASA Astrophysics Data System (ADS)
Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott
2009-08-01
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of contextualization: (a) expository textbook condition, (b) simplistic framing condition, (c) immersive world condition, and (d) a single-user immersive world condition. Results indicated that the immersive-world dyad and immersive-world single user conditions performed significantly better than the electronic textbook group on standardized items. The immersive-world dyad condition also performed significantly better than either the expository textbook or the descriptive framing condition on a performance-based transfer task, and performed significantly better than the expository textbook condition on standardized test items. Implications for science education, and consistent with the goals of this special issue, are that immersive game-based learning environments provide a powerful new form of curriculum for teaching and learning science.
NASA Technical Reports Server (NTRS)
Kunz, Robert F.
2014-01-01
This document represents the evolving formal documentation of the NPHASE-PSU computer code. Version 3.15 is being delivered along with the software to NASA in 2013.Significant upgrades to the NPHASE-PSU have been made since the first delivery of draft documentation to DARPA and USNRC in 2006. These include a much lighter, faster and memory efficient face based front end, support for arbitrary polyhedra in front end, flow-solver and back-end, a generalized homogeneous multiphase capability, and several two-fluid modelling and algorithmic elements. Specific capability installed for the NASA Gearbox Windage Aerodynamics NRA are included in this version: Hybrid Immersed Overset Boundary Method (HOIBM) [Noack et. al (2009)] Periodic boundary conditions for multiple frames of reference, Fully generalized immersed boundary method, Fully generalized conjugate heat transfer, Droplet deposition, bouncing, splashing models, and, Film transport and breakup.
None
2018-01-16
This video provides an overview of the Sandia National Laboratories developed 3-D World Model Building capability that provides users with an immersive, texture rich 3-D model of their environment in minutes using a laptop and color and depth camera.
Arterial and intraocular pressure changes after a single-session hot-water immersion.
Findikoglu, Gulin; Cetin, Ebru Nevin; Sarsan, Ayse; Senol, Hande; Yildirim, Cem; Ardic, Fusun
2015-01-01
The aim of this study is to investigate the effect of head-out hot-water immersion on the intraocular pressure (IOP) of healthy subjects and investigate whether this intervention alters cardiovascular and microcirculatory responses. METHODs: 16 male and 18 female healthy young adults were immersed in 39 degrees C water up to shoulder level for 20 minutes. Blood pressure (BP), heart rate (HR) and IOP were measured pre-immersion, post-immersion and five minutes after immersion on the same day. Tono-Pen was used to measure IOP. Mean arterial blood pressure (MAP), systolic pressure rate product (S-PRP), diastolic pressure rate product (D-PRP), pulse pressure (PP), mean ocular perfusion pressure (mean-OPP), systolic ocular perfusion pressure (S-OPP) and diastolic ocular perfusion pressure (D-OPP) were calculated. Systolic BP (SBP), diastolic BP (DBP), MAP, IOP, S-OPP, D-OPP and mean-OPP decreased; HR increased five minutes after immersion in the pool and post-immersion out of the pool significantly, compared to pre-immersion data (p < 0.05). HR, S-PRP and D-PRP measured five minutes after immersion were significantly higher from post-immersion (p < 0.05). PP and S-OPP were significantly different five minutes after immersion compared to pre-immersion. There was no statistically significant correlation between IOP and SBP, DBP, MAP, S-PRP, D-PRP, PP, S-OPP, D-OPP, or mean-OPP (p > 0.05). Physiological hemodynamic response to single head-out hot-water immersion caused a statistically significant decrease in IOP. Preliminary results could help to clarify vascular reactions and IOP changes during hot-water immersion that might be potentially therapeutic in glaucoma patients.
A cross-platform solution for light field based 3D telemedicine.
Wang, Gengkun; Xiang, Wei; Pickering, Mark
2016-03-01
Current telehealth services are dominated by conventional 2D video conferencing systems, which are limited in their capabilities in providing a satisfactory communication experience due to the lack of realism. The "immersiveness" provided by 3D technologies has the potential to promote telehealth services to a wider range of applications. However, conventional stereoscopic 3D technologies are deficient in many aspects, including low resolution and the requirement for complicated multi-camera setup and calibration, and special glasses. The advent of light field (LF) photography enables us to record light rays in a single shot and provide glasses-free 3D display with continuous motion parallax in a wide viewing zone, which is ideally suited for 3D telehealth applications. As far as our literature review suggests, there have been no reports of 3D telemedicine systems using LF technology. In this paper, we propose a cross-platform solution for a LF-based 3D telemedicine system. Firstly, a novel system architecture based on LF technology is established, which is able to capture the LF of a patient, and provide an immersive 3D display at the doctor site. For 3D modeling, we further propose an algorithm which is able to convert the captured LF to a 3D model with a high level of detail. For the software implementation on different platforms (i.e., desktop, web-based and mobile phone platforms), a cross-platform solution is proposed. Demo applications have been developed for 2D/3D video conferencing, 3D model display and edit, blood pressure and heart rate monitoring, and patient data viewing functions. The demo software can be extended to multi-discipline telehealth applications, such as tele-dentistry, tele-wound and tele-psychiatry. The proposed 3D telemedicine solution has the potential to revolutionize next-generation telemedicine technologies by providing a high quality immersive tele-consultation experience. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.
Tackling the challenges of fully immersive head-mounted AR devices
NASA Astrophysics Data System (ADS)
Singer, Wolfgang; Hillenbrand, Matthias; Münz, Holger
2017-11-01
The optical requirements of fully immersive head mounted AR devices are inherently determined by the human visual system. The etendue of the visual system is large. As a consequence, the requirements for fully immersive head-mounted AR devices exceeds almost any high end optical system. Two promising solutions to achieve the large etendue and their challenges are discussed. Head-mounted augmented reality devices have been developed for decades - mostly for application within aircrafts and in combination with a heavy and bulky helmet. The established head-up displays for applications within automotive vehicles typically utilize similar techniques. Recently, there is the vision of eyeglasses with included augmentation, offering a large field of view, and being unobtrusively all-day wearable. There seems to be no simple solution to reach the functional performance requirements. Known technical solutions paths seem to be a dead-end, and some seem to offer promising perspectives, however with severe limitations. As an alternative, unobtrusively all-day wearable devices with a significantly smaller field of view are already possible.
NASA Astrophysics Data System (ADS)
Hollander, Ari; Rose, Howard; Kollin, Joel; Moss, William
2011-03-01
Attack! of the S. Mutans is a multi-player game designed to harness the immersion and appeal possible with wide-fieldof- view stereoscopic 3D to combat the tooth decay epidemic. Tooth decay is one of the leading causes of school absences and costs more than $100B annually in the U.S. In 2008 the authors received a grant from the National Institutes of Health to build a science museum exhibit that included a suite of serious games involving the behaviors and bacteria that cause cavities. The centerpiece is an adventure game where five simultaneous players use modified Wii controllers to battle biofilms and bacteria while immersed in environments generated within a 11-foot stereoscopic WUXGA display. The authors describe the system and interface used in this prototype application and some of the ways they attempted to use the power of immersion and the appeal of S3D revolution to change health attitudes and self-care habits.
Cue-exposure software for the treatment of bulimia nervosa and binge eating disorder.
Gutiérrez-Maldonado, José; Pla-Sanjuanelo, Joana; Ferrer-García, Marta
2016-11-01
Cue-exposure therapy (CET) has proven its efficacy in treating patients with bulimia nervosa and binge eating disorder who are resistant to standard treatment. Furthermore, incorporating virtual reality (VR) technology is increasingly considered a valid exposure method that may help to increase the efficacy of standard treatments in a variety of eating disorders. Although immersive displays improve the beneficial effects, expensive technology is not always necessary. We aimed to assess whether exposure to food related virtual environments could decrease food craving in a non-clinical sample. In addition, we specifically compared the effects of two VR systems (one non-immersive and one immersive) during CET. We therefore applied a one-session CET to 113 undergraduate students. Decreased food craving was found during exposure to both VR environments compared with pre-treatment levels, supporting the efficacy of VR-CET in reducing food craving. We found no significant differences in craving between immersive and non-immersive systems. Low-cost non-immersive systems applied through 3D laptops can improve the accessibility of this technique. By reducing the costs and improving the usability, VR-CET on 3D laptops may become a viable option that can be readily applied in a greater range of clinical contexts.
ERIC Educational Resources Information Center
Theberge, Raymond
An evaluation of Manitoba's French immersion programs at the levels of grades 3, 6, and 9 focused on program effectiveness in teaching listening comprehension and speech skills. The results for grade 6 are presented here. The first section describes the framework of the immersion curriculum and the listening and oral skills targeted in it. The…
NASA Astrophysics Data System (ADS)
Moore, C. A.; Gertman, V.; Olsoy, P.; Mitchell, J.; Glenn, N. F.; Joshi, A.; Norpchen, D.; Shrestha, R.; Pernice, M.; Spaete, L.; Grover, S.; Whiting, E.; Lee, R.
2011-12-01
Immersive virtual reality environments such as the IQ-Station or CAVE° (Cave Automated Virtual Environment) offer new and exciting ways to visualize and explore scientific data and are powerful research and educational tools. Combining remote sensing data from a range of sensor platforms in immersive 3D environments can enhance the spectral, textural, spatial, and temporal attributes of the data, which enables scientists to interact and analyze the data in ways never before possible. Visualization and analysis of large remote sensing datasets in immersive environments requires software customization for integrating LiDAR point cloud data with hyperspectral raster imagery, the generation of quantitative tools for multidimensional analysis, and the development of methods to capture 3D visualizations for stereographic playback. This study uses hyperspectral and LiDAR data acquired over the China Hat geologic study area near Soda Springs, Idaho, USA. The data are fused into a 3D image cube for interactive data exploration and several methods of recording and playback are investigated that include: 1) creating and implementing a Virtual Reality User Interface (VRUI) patch configuration file to enable recording and playback of VRUI interactive sessions within the CAVE and 2) using the LiDAR and hyperspectral remote sensing data and GIS data to create an ArcScene 3D animated flyover, where left- and right-eye visuals are captured from two independent monitors for playback in a stereoscopic player. These visualizations can be used as outreach tools to demonstrate how integrated data and geotechnology techniques can help scientists see, explore, and more adequately comprehend scientific phenomena, both real and abstract.
NASA Astrophysics Data System (ADS)
Lu, Xiang; Heintzmann, Rainer; Leischner, Ulrich
2015-09-01
Light sheet microscopy is a microscopy technique characterized by an illumination from the side, perpendicular to the direction of observation. While this is often used and easy to implement for imaging samples with water-immersion, the application in combination with oil-immersion is less often used and requires a specific optimization. In this paper we present our design of a light-sheet illumination optical system with a ~1μm illumination thickness, a long working distance through the immersion oil, and including a focusing system allowing for moving the focus-spot of the lightsheet laterally through the field of view. This optical design allows for the acquisition of fluorescence images in 3D with isotropic resolution of below 1 micrometer of whole-mount samples with a size of ~1mm diameter. This technique enables high-resolution insights in the 3D structure of biological samples, e.g. for research of insect anatomy or for imaging of biopsies in medical diagnostics.
NASA Astrophysics Data System (ADS)
Kang, Da-Young; Kim, Cheolho; Park, Gyurim; Moon, Jun Hyuk
2015-12-01
The direct pyrolytic carbonisation of polymer patterns has attracted interest for its use in obtaining carbon materials. In the case of carbonisation of nanopatterned polymers, the polymer flow and subsequent pattern change may occur in order to relieve their high surface energies. Here, we demonstrated that liquid immersion thermal crosslinking of polymer nanopatterns effectively enhanced the thermal resistance and maintained the structure integrity during the heat treatment. We employed the liquid immersion thermal crosslinking for 3D porous SU8 photoresist nanopatterns and successfully converted them to carbon nanopatterns while maintaining their porous features. The thermal crosslinking reaction and carbonisation of SU8 nanopatterns were characterised. The micro-crystallinity of the SU8-derived carbon nanopatterns was also characterised. The liquid immersion heat treatment can be extended to the carbonisation of various polymer or photoresist nanopatterns and also provide a facile way to control the surface energy of polymer nanopatterns for various purposes, for example, to block copolymer or surfactant self-assemblies.
Kang, Da-Young; Kim, Cheolho; Park, Gyurim; Moon, Jun Hyuk
2015-01-01
The direct pyrolytic carbonisation of polymer patterns has attracted interest for its use in obtaining carbon materials. In the case of carbonisation of nanopatterned polymers, the polymer flow and subsequent pattern change may occur in order to relieve their high surface energies. Here, we demonstrated that liquid immersion thermal crosslinking of polymer nanopatterns effectively enhanced the thermal resistance and maintained the structure integrity during the heat treatment. We employed the liquid immersion thermal crosslinking for 3D porous SU8 photoresist nanopatterns and successfully converted them to carbon nanopatterns while maintaining their porous features. The thermal crosslinking reaction and carbonisation of SU8 nanopatterns were characterised. The micro-crystallinity of the SU8-derived carbon nanopatterns was also characterised. The liquid immersion heat treatment can be extended to the carbonisation of various polymer or photoresist nanopatterns and also provide a facile way to control the surface energy of polymer nanopatterns for various purposes, for example, to block copolymer or surfactant self-assemblies. PMID:26677949
Kang, Da-Young; Kim, Cheolho; Park, Gyurim; Moon, Jun Hyuk
2015-12-18
The direct pyrolytic carbonisation of polymer patterns has attracted interest for its use in obtaining carbon materials. In the case of carbonisation of nanopatterned polymers, the polymer flow and subsequent pattern change may occur in order to relieve their high surface energies. Here, we demonstrated that liquid immersion thermal crosslinking of polymer nanopatterns effectively enhanced the thermal resistance and maintained the structure integrity during the heat treatment. We employed the liquid immersion thermal crosslinking for 3D porous SU8 photoresist nanopatterns and successfully converted them to carbon nanopatterns while maintaining their porous features. The thermal crosslinking reaction and carbonisation of SU8 nanopatterns were characterised. The micro-crystallinity of the SU8-derived carbon nanopatterns was also characterised. The liquid immersion heat treatment can be extended to the carbonisation of various polymer or photoresist nanopatterns and also provide a facile way to control the surface energy of polymer nanopatterns for various purposes, for example, to block copolymer or surfactant self-assemblies.
Warren, Wayne; Brinkley, James F.
2005-01-01
Few biomedical subjects of study are as resource-intensive to teach as gross anatomy. Medical education stands to benefit greatly from applications which deliver virtual representations of human anatomical structures. While many applications have been created to achieve this goal, their utility to the student is limited because of a lack of interactivity or customizability by expert authors. Here we describe the first version of the Biolucida system, which allows an expert anatomist author to create knowledge-based, customized, and fully interactive scenes and lessons for students of human macroscopic anatomy. Implemented in Java and VRML, Biolucida allows the sharing of these instructional 3D environments over the internet. The system simplifies the process of authoring immersive content while preserving its flexibility and expressivity. PMID:16779148
Warren, Wayne; Brinkley, James F
2005-01-01
Few biomedical subjects of study are as resource-intensive to teach as gross anatomy. Medical education stands to benefit greatly from applications which deliver virtual representations of human anatomical structures. While many applications have been created to achieve this goal, their utility to the student is limited because of a lack of interactivity or customizability by expert authors. Here we describe the first version of the Biolucida system, which allows an expert anatomist author to create knowledge-based, customized, and fully interactive scenes and lessons for students of human macroscopic anatomy. Implemented in Java and VRML, Biolucida allows the sharing of these instructional 3D environments over the internet. The system simplifies the process of authoring immersive content while preserving its flexibility and expressivity.
NASA Astrophysics Data System (ADS)
Castagnetti, C.; Giannini, M.; Rivola, R.
2017-05-01
The research project VisualVersilia 3D aims at offering a new way to promote the territory and its heritage by matching the traditional reading of the document and the potential use of modern communication technologies for the cultural tourism. Recently, the research on the use of new technologies applied to cultural heritage have turned their attention mainly to technologies to reconstruct and narrate the complexity of the territory and its heritage, including 3D scanning, 3D printing and augmented reality. Some museums and archaeological sites already exploit the potential of digital tools to preserve and spread their heritage but interactive services involving tourists in an immersive and more modern experience are still rare. The innovation of the project consists in the development of a methodology for documenting current and past historical ages and integrating their 3D visualizations with rendering capable of returning an immersive virtual reality for a successful enhancement of the heritage. The project implements the methodology in the archaeological complex of Massaciuccoli, one of the best preserved roman site of the Versilia Area (Tuscany, Italy). The activities of the project briefly consist in developing: 1. the virtual tour of the site in its current configuration on the basis of spherical images then enhanced by texts, graphics and audio guides in order to enable both an immersive and remote tourist experience; 2. 3D reconstruction of the evidences and buildings in their current condition for documentation and conservation purposes on the basis of a complete metric survey carried out through laser scanning; 3. 3D virtual reconstructions through the main historical periods on the basis of historical investigation and the analysis of data acquired.
Chen, Bi; Ding, Guo-bin; Tang, Chao-wu
2004-03-22
To investigate the therapeutic effect of nanometer silver impregnated dressing on gunshot wounds after being immersed in brine and tapwater in rabbits. Rabbits were randomly divided into two groups after receiving gunshot wounds in both lower limbs. In group 1, the wounded limbs on the experimental side were immersed in brine for 5 h; in group 2, the wounded limbs on experimental side were immersed in tapwater for 5 h. All the wounds were treated with nanometer silver impregnated dressing on the experimental sides, while those of the control sides were treated with vaseline dressing. Biopsy was done after 30 min and 1, 2, 3, 4, 5 h, respectively. In group 1, the onset of inflammation around the wounds of the experimental sides was delayed, the inflammatory response was less serious, and the wounds were dry with less exudation compared to the controls. The mean healing time of the entry wounds on experimental and control sides was (29.4 +/- 6.6) d and (36.3 +/- 6.0) d (P < 0.01), respectively, and that of the exit wounds on experimental and control sides was (20.1 +/- 6.0) d and (27.3 +/- 5.7) d (P < 0.01), respectively. In group 2, only one of the experimental wounds showed mild inflammation, while all of the control wounds showed serious inflammation with much exudation. The mean healing time of the entry wounds on experimentsides was (13.0 +/- 1.52) d, while that on control sides was (16.0 +/- 3.10) d (P < 0.01). The mean healing time of exit wounds on experimental sides was (11.0 +/- 2.75) d, and those of the control sides was (15.6 +/- 2.85) d (P < 0.01). The nanometer silver impregnated dressing can control infection and accelerate healing in gunshot wounds in rabbits.
Impact of immersion oils and mounting media on the confocal imaging of dendritic spines
Peterson, Brittni M.; Mermelstein, Paul G.; Meisel, Robert L.
2015-01-01
Background Structural plasticity, such as changes in dendritic spine morphology and density, reflect changes in synaptic connectivity and circuitry. Procedural variables used in different methods for labeling dendritic spines have been quantitatively evaluated for their impact on the ability to resolve individual spines in confocal microscopic analyses. In contrast, there have been discussions, though no quantitative analyses, of the potential effects of choosing specific mounting media and immersion oils on dendritic spine resolution. New Method Here we provide quantitative data measuring the impact of these variables on resolving dendritic spines in 3D confocal analyses. Medium spiny neurons from the rat striatum and nucleus accumbens are used as examples. Results Both choice of mounting media and immersion oil affected the visualization of dendritic spines, with choosing the appropriate immersion oil as being more imperative. These biologic data are supported by quantitative measures of the 3D diffraction pattern (i.e. point spread function) of a point source of light under the same mounting medium and immersion oil combinations. Comparison with Existing Method Although not a new method, this manuscript provides quantitative data demonstrating that different mounting media and immersion oils can impact the ability to resolve dendritic spines. These findings highlight the importance of reporting which mounting medium and immersion oil are used in preparations for confocal analyses, especially when comparing published results from different laboratories. Conclusion Collectively, these data suggest that choosing the appropriate immersion oil and mounting media is critical for obtaining the best resolution, and consequently more accurate measures of dendritic spine densities. PMID:25601477
Impact of immersion oils and mounting media on the confocal imaging of dendritic spines.
Peterson, Brittni M; Mermelstein, Paul G; Meisel, Robert L
2015-03-15
Structural plasticity, such as changes in dendritic spine morphology and density, reflect changes in synaptic connectivity and circuitry. Procedural variables used in different methods for labeling dendritic spines have been quantitatively evaluated for their impact on the ability to resolve individual spines in confocal microscopic analyses. In contrast, there have been discussions, though no quantitative analyses, of the potential effects of choosing specific mounting media and immersion oils on dendritic spine resolution. Here we provide quantitative data measuring the impact of these variables on resolving dendritic spines in 3D confocal analyses. Medium spiny neurons from the rat striatum and nucleus accumbens are used as examples. Both choice of mounting media and immersion oil affected the visualization of dendritic spines, with choosing the appropriate immersion oil as being more imperative. These biologic data are supported by quantitative measures of the 3D diffraction pattern (i.e. point spread function) of a point source of light under the same mounting medium and immersion oil combinations. Although not a new method, this manuscript provides quantitative data demonstrating that different mounting media and immersion oils can impact the ability to resolve dendritic spines. These findings highlight the importance of reporting which mounting medium and immersion oil are used in preparations for confocal analyses, especially when comparing published results from different laboratories. Collectively, these data suggest that choosing the appropriate immersion oil and mounting media is critical for obtaining the best resolution, and consequently more accurate measures of dendritic spine densities. Copyright © 2015 Elsevier B.V. All rights reserved.
Interactive and Stereoscopic Hybrid 3D Viewer of Radar Data with Gesture Recognition
NASA Astrophysics Data System (ADS)
Goenetxea, Jon; Moreno, Aitor; Unzueta, Luis; Galdós, Andoni; Segura, Álvaro
This work presents an interactive and stereoscopic 3D viewer of weather information coming from a Doppler radar. The hybrid system shows a GIS model of the regional zone where the radar is located and the corresponding reconstructed 3D volume weather data. To enhance the immersiveness of the navigation, stereoscopic visualization has been added to the viewer, using a polarized glasses based system. The user can interact with the 3D virtual world using a Nintendo Wiimote for navigating through it and a Nintendo Wii Nunchuk for giving commands by means of hand gestures. We also present a dynamic gesture recognition procedure that measures the temporal advance of the performed gesture postures. Experimental results show how dynamic gestures are effectively recognized so that a more natural interaction and immersive navigation in the virtual world is achieved.
Subjective experiences of watching stereoscopic Avatar and U2 3D in a cinema
NASA Astrophysics Data System (ADS)
Pölönen, Monika; Salmimaa, Marja; Takatalo, Jari; Häkkinen, Jukka
2012-01-01
A stereoscopic 3-D version of the film Avatar was shown to 85 people who subsequently answered questions related to sickness, visual strain, stereoscopic image quality, and sense of presence. Viewing Avatar for 165 min induced some symptoms of visual strain and sickness, but the symptom levels remained low. A comparison between Avatar and previously published results for the film U2 3D showed that sickness and visual strain levels were similar despite the films' runtimes. The genre of the film had a significant effect on the viewers' opinions and sense of presence. Avatar, which has been described as a combination of action, adventure, and sci-fi genres, was experienced as more immersive and engaging than the music documentary U2 3D. However, participants in both studies were immersed, focused, and absorbed in watching the stereoscopic 3-D (S3-D) film and were pleased with the film environments. The results also showed that previous stereoscopic 3-D experience significantly reduced the amount of reported eye strain and complaints about the weight of the viewing glasses.
Use of temperature and water immersion to control the human body louse (Anoplura: Pediculidae).
Mumcuoglu, K Y; Friger, M; Cohen, R
2006-07-01
Physical methods such as high and low temperatures were used in the past for the control of human body louse, Pediculus humanus humanus L. (Anoplura: Pediculidae). In the current study, the minimum time necessary to kill all lice after exposing them to temperatures other than those described in the literature, the mortality of lice after immersing them in water, and the survival of lice whose legs were amputated were studied. All lice died after 6 d at 6 degrees C, after 11 d at 24 degrees C, and after 9 d at 31 degrees C. At -17 degrees C, all lice were dead after 35 min, whereas at -70 degrees C, all lice were dead after 1 min. All lice died after immersion in water within 19 h. The differences in mortality were significant but borderline between controls and lice whose two legs were amputated immediately or 24 h after feeding (3.3 versus 13.3% and 8.3 versus 21.7%). For lice whose leg was amputated 48 h after feeding, significant differences were found between controls and lice with one amputated leg (13.3 versus 48.3%), between controls and lice with two amputated legs (13.3 versus 68.3%), and between lice with one and two amputated legs (48.3 versus 68.3%).
VR versus LF: towards the limitation-free 3D
NASA Astrophysics Data System (ADS)
Balogh, Tibor; Kara, Peter A.
2017-06-01
The evolution of 3D technologies shows a cyclical learning curve with a series of hypes and dead ends, with mistakes and consequences. 3D images contain significantly more information than the corresponding 2D ones. 3D display systems should be built on more pixels, or higher speed components. For true 3D, this factor is in the order of 100x, which is a real technological challenge. If not fulfilled, the capabilities of 3D systems will be compromised: headgears will be needed, or the viewers should be positioned or tracked, single-user devices, lack of parallax, missing cues, etc. The temptation is always there: why to provide all the information, just what the person absorbs that moment (subjective or objective visualization). Virtual Reality (VR) glasses have been around for more than two decades. With the latest technical improvements, VR became the next hype. 3D immersion was added as a new phenomenon; however, VR represents an isolated experience, and still requires headgears and a controlled environment. Augmented Reality (AR) in this sense is different. Will the VR/AR hype with the headgears be a dead end? While VR headsets may sell better than smart glasses or 3D TV glasses, also consider that using the technology may require a set of behavioral changes that the majority of people do not want to make. Displays and technologies that restrict viewers, or cause any discomfort will not be accepted on the long term. The newer wave of 3D is forecasted to 2018-2020, answering the need for unaided, limitation-free 3D experience. Light Field (LF) systems represent the next-generation in 3D. The HoloVizio system, having a capacity in the order of 100x, offers natural, restrictions-free 3D experience on a full field of view, enabling collaborative use for an unlimited number of viewers, even in a wider, immersive space. As a scalable technology, the display range goes from monitor-style units, through automotive 3D HUDs, screen-less solutions, up to cinema systems, and Holografika is working on interactive large-scale immersive systems and glasses-free 3D LED walls.
CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
NASA Astrophysics Data System (ADS)
Paris, Sébastien; Gerdelan, Anton; O'Sullivan, Carol
The new wave of computer-driven entertainment technology throws audiences and game players into massive virtual worlds where entire cities are rendered in real time. Computer animated characters run through inner-city streets teeming with pedestrians, all fully rendered with 3D graphics, animations, particle effects and linked to 3D sound effects to produce more realistic and immersive computer-hosted entertainment experiences than ever before. Computing all of this detail at once is enormously computationally expensive, and game designers as a rule, have sacrificed the behavioural realism in favour of better graphics. In this paper we propose a new Collision Avoidance Level of Detail (CA-LOD) algorithm that allows games to support huge crowds in real time with the appearance of more intelligent behaviour. We propose two collision avoidance models used for two different CA-LODs: a fuzzy steering focusing on the performances, and a geometric steering to obtain the best realism. Mixing these approaches allows to obtain thousands of autonomous characters in real time, resulting in a scalable but still controllable crowd.
New Desktop Virtual Reality Technology in Technical Education
ERIC Educational Resources Information Center
Ausburn, Lynna J.; Ausburn, Floyd B.
2008-01-01
Virtual reality (VR) that immerses users in a 3D environment through use of headwear, body suits, and data gloves has demonstrated effectiveness in technical and professional education. Immersive VR is highly engaging and appealing to technically skilled young Net Generation learners. However, technical difficulty and very high costs have kept…
A Virtual World for Collaboration: The AETZone
ERIC Educational Resources Information Center
Cheney, Amelia W.; Sanders, Robert L.; Matzen, Nita J.; Bronack, Stephen C.; Riedl, Richard E.; Tashner, John H.
2009-01-01
Participation in learning communities, and the construction of knowledge in communities of practice, are important considerations in the use of 3D immersive worlds. This article describes the creation of this type of learning environment in AETZone, an immersive virtual environment in use within graduate programs at Appalachian State University…
Immersive 3D Visualization of Astronomical Data
NASA Astrophysics Data System (ADS)
Schaaff, A.; Berthier, J.; Da Rocha, J.; Deparis, N.; Derriere, S.; Gaultier, P.; Houpin, R.; Normand, J.; Ocvirk, P.
2015-09-01
The immersive-3D visualization, or Virtual Reality in our study, was previously dedicated to specific uses (research, flight simulators, etc.) The investment in infrastructure and its cost was reserved to large laboratories or companies. Lately we saw the development of immersive-3D masks intended for wide distribution, for example the Oculus Rift and the Sony Morpheus projects. The usual reaction is to say that these tools are primarily intended for games since it is easy to imagine a player in a virtual environment and the added value to conventional 2D screens. Yet it is likely that there are many applications in the professional field if these tools are becoming common. Introducing this technology into existing applications or new developments makes sense only if interest is properly evaluated. The use in Astronomy is clear for education, it is easy to imagine mobile and light planetariums or to reproduce poorly accessible environments (e.g., large instruments). In contrast, in the field of professional astronomy the use is probably less obvious and it requires to conduct studies to determine the most appropriate ones and to assess the contributions compared to the other display modes.
NASA Astrophysics Data System (ADS)
Jung, C. C.; Stumpe, J.
2005-02-01
The new method of immersion transmission ellipsometry (ITE) [1] has been developed. It allows the highly accurate determination of the absolute three-dimensional (3D) refractive indices of anisotropic thin films. The method is combined with conventional ellipsometry in transmission and reflection, and the thickness determination of anisotropic films solely by optical methods also becomes more accurate. The method is applied to the determination of the 3D refractive indices of thin spin-coated films of an azobenzene-containing liquid-crystalline copolymer. The development of the anisotropy in these films by photo-orientation and subsequent annealing is demonstrated. Depending on the annealing temperature, oblate or prolate orders are generated.
Voxel-based Immersive Environments Immersive Environments
2000-05-31
3D accelerated hardware. While this method lends itself well to modem hardware, the quality of the resulting images was low due to the coarse sampling...pipes. We will use MPEG video compression when sending video over T1 line, whereas for 56K bit Internet connection, we can use one of the more...sent over the communication line. The ultimate goal is to send the immersive environment over the 56K bps Internet. Since we need to send audio and
A standardized set of 3-D objects for virtual reality research and applications.
Peeters, David
2018-06-01
The use of immersive virtual reality as a research tool is rapidly increasing in numerous scientific disciplines. By combining ecological validity with strict experimental control, immersive virtual reality provides the potential to develop and test scientific theories in rich environments that closely resemble everyday settings. This article introduces the first standardized database of colored three-dimensional (3-D) objects that can be used in virtual reality and augmented reality research and applications. The 147 objects have been normed for name agreement, image agreement, familiarity, visual complexity, and corresponding lexical characteristics of the modal object names. The availability of standardized 3-D objects for virtual reality research is important, because reaching valid theoretical conclusions hinges critically on the use of well-controlled experimental stimuli. Sharing standardized 3-D objects across different virtual reality labs will allow for science to move forward more quickly.
Using Virtual Reality to Help Students with Social Interaction Skills
ERIC Educational Resources Information Center
Beach, Jason; Wendt, Jeremy
2015-01-01
The purpose of this study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity to…
EXPLORING ENVIRONMENTAL DATA IN A HIGHLY IMMERSIVE VIRTUAL REALITY ENVIRONMENT
Geography inherently fills a 3D space and yet we struggle with displaying geography using, primaarily, 2D display devices. Virtual environments offer a more realistically-dimensioned display space and this is being realized in the expanding area of research on 3D Geographic Infor...
Going Virtual… or Not: Development and Testing of a 3D Virtual Astronomy Environment
NASA Astrophysics Data System (ADS)
Ruzhitskaya, L.; Speck, A.; Ding, N.; Baldridge, S.; Witzig, S.; Laffey, J.
2013-04-01
We present our preliminary results of a pilot study of students' knowledge transfer of an astronomy concept into a new environment. We also share our discoveries on what aspects of a 3D environment students consider being motivational and discouraging for their learning. This study was conducted among 64 non-science major students enrolled in an astronomy laboratory course. During the course, students learned the concept and applications of Kepler's laws using a 2D interactive environment. Later in the semester, the students were placed in a 3D environment in which they were asked to conduct observations and to answers a set of questions pertaining to the Kepler's laws of planetary motion. In this study, we were interested in observing scrutinizing and assessing students' behavior: from choices that they made while creating their avatars (virtual representations) to tools they choose to use, to their navigational patterns, to their levels of discourse in the environment. These helped us to identify what features of the 3D environment our participants found to be helpful and interesting and what tools created unnecessary clutter and distraction. The students' social behavior patterns in the virtual environment together with their answers to the questions helped us to determine how well they understood Kepler's laws, how well they could transfer the concepts to a new situation, and at what point a motivational tool such as a 3D environment becomes a disruption to the constructive learning. Our founding confirmed that students construct deeper knowledge of a concept when they are fully immersed in the environment.
Pathways for Learning from 3D Technology
ERIC Educational Resources Information Center
Carrier, L. Mark; Rab, Saira S.; Rosen, Larry D.; Vasquez, Ludivina; Cheever, Nancy A.
2012-01-01
The purpose of this study was to find out if 3D stereoscopic presentation of information in a movie format changes a viewer's experience of the movie content. Four possible pathways from 3D presentation to memory and learning were considered: a direct connection based on cognitive neuroscience research; a connection through "immersion"…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wang, Yuxin; Wen, Wenhui; Wang, Kai
2016-01-11
1700-nm window has been demonstrated to be a promising excitation window for deep-tissue multiphoton microscopy (MPM). Long working-distance water immersion objective lenses are typically used for deep-tissue imaging. However, absorption due to immersion water at 1700 nm is still high and leads to dramatic decrease in signals. In this paper, we demonstrate measurement of absorption spectrum of deuterium oxide (D{sub 2}O) from 1200 nm to 2600 nm, covering the three low water-absorption windows potentially applicable for deep-tissue imaging (1300 nm, 1700 nm, and 2200 nm). We apply this measured result to signal enhancement in MPM at the 1700-nm window. Compared with water immersion, D{sub 2}O immersionmore » enhances signal levels in second-harmonic generation imaging, 3-photon fluorescence imaging, and third-harmonic generation imaging by 8.1, 24.8, and 24.7 times with 1662-nm excitation, in good agreement with theoretical calculation based on our absorption measurement. This suggests D{sub 2}O a promising immersion medium for deep-tissue imaging.« less
How 3D immersive visualization is changing medical diagnostics
NASA Astrophysics Data System (ADS)
Koning, Anton H. J.
2011-03-01
Originally the only way to look inside the human body without opening it up was by means of two dimensional (2D) images obtained using X-ray equipment. The fact that human anatomy is inherently three dimensional leads to ambiguities in interpretation and problems of occlusion. Three dimensional (3D) imaging modalities such as CT, MRI and 3D ultrasound remove these drawbacks and are now part of routine medical care. While most hospitals 'have gone digital', meaning that the images are no longer printed on film, they are still being viewed on 2D screens. However, this way valuable depth information is lost, and some interactions become unnecessarily complex or even unfeasible. Using a virtual reality (VR) system to present volumetric data means that depth information is presented to the viewer and 3D interaction is made possible. At the Erasmus MC we have developed V-Scope, an immersive volume visualization system for visualizing a variety of (bio-)medical volumetric datasets, ranging from 3D ultrasound, via CT and MRI, to confocal microscopy, OPT and 3D electron-microscopy data. In this talk we will address the advantages of such a system for both medical diagnostics as well as for (bio)medical research.
Kim, Aram; Darakjian, Nora; Finley, James M
2017-02-21
Virtual reality (VR) has recently been explored as a tool for neurorehabilitation to enable individuals with Parkinson's disease (PD) to practice challenging skills in a safe environment. Current technological advances have enabled the use of affordable, fully immersive head-mounted displays (HMDs) for potential therapeutic applications. However, while previous studies have used HMDs in individuals with PD, these were only used for short bouts of walking. Clinical applications of VR for gait training would likely involve an extended exposure to the virtual environment, which has the potential to cause individuals with PD to experience simulator-related adverse effects due to their age or pathology. Thus, our objective was to evaluate the safety of using an HMD for longer bouts of walking in fully immersive VR for older adults and individuals with PD. Thirty-three participants (11 healthy young, 11 healthy older adults, and 11 individuals with PD) were recruited for this study. Participants walked for 20 min while viewing a virtual city scene through an HMD (Oculus Rift DK2). Safety was evaluated using the mini-BESTest, measures of center of pressure (CoP) excursion, and questionnaires addressing symptoms of simulator sickness (SSQ) and measures of stress and arousal. Most participants successfully completed all trials without any discomfort. There were no significant changes for any of our groups in symptoms of simulator sickness or measures of static and dynamic balance after exposure to the virtual environment. Surprisingly, measures of stress decreased in all groups while the PD group also increased the level of arousal after exposure. Older adults and individuals with PD were able to successfully use immersive VR during walking without adverse effects. This provides systematic evidence supporting the safety of immersive VR for gait training in these populations.
Interactive Immersive Virtualmuseum: Digital Documentation for Virtual Interaction
NASA Astrophysics Data System (ADS)
Clini, P.; Ruggeri, L.; Angeloni, R.; Sasso, M.
2018-05-01
Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums. This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces. Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one. In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience. The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors' experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.
Degradation of partially immersed glass: A new perspective
NASA Astrophysics Data System (ADS)
Chinnam, R. K.; Fossati, P. C. M.; Lee, W. E.
2018-05-01
The International Simple Glass (ISG) is a six-component borosilicate glass which was developed as a reference for international collaborative studies on high level nuclear waste encapsulation. Its corrosion behaviour is typically examined when it is immersed in a leaching solution, or when it is exposed to water vapour. In this study, an alternative situation is considered in which the glass is only partially immersed for 7 weeks at a temperature of 90 °C. In this case, half of the glass sample is directly in the solution itself, and the other half is in contact with a water film formed by condensation of water vapour that evaporated from the solution. This results in a different degradation behaviour compared to standard tests in which the material is fully immersed. In particular, whilst in standard tests the system reaches a steady state with a very low alteration rate thanks to the formation of a protective gel layer, in partially-immersed tests this steady state could not be reached because of the continuous alteration from the condensate water film. The constant input of ions from the emerged part of the sample caused a supersaturation of the solution, which resulted in early precipitation of secondary crystalline phases. This setup mimics storage conditions once small amounts of water have entered a glass waste form containing canister. It offers a more realistic outlook of corrosion mechanisms happening in such situations than standard fully-immersed corrosion tests.
D Modelling and Mapping for Virtual Exploration of Underwater Archaeology Assets
NASA Astrophysics Data System (ADS)
Liarokapis, F.; Kouřil, P.; Agrafiotis, P.; Demesticha, S.; Chmelík, J.; Skarlatos, D.
2017-02-01
This paper investigates immersive technologies to increase exploration time in an underwater archaeological site, both for the public, as well as, for researchers and scholars. Focus is on the Mazotos shipwreck site in Cyprus, which is located 44 meters underwater. The aim of this work is two-fold: (a) realistic modelling and mapping of the site and (b) an immersive virtual reality visit. For 3D modelling and mapping optical data were used. The underwater exploration is composed of a variety of sea elements including: plants, fish, stones, and artefacts, which are randomly positioned. Users can experience an immersive virtual underwater visit in Mazotos shipwreck site and get some information about the shipwreck and its contents for raising their archaeological knowledge and cultural awareness.
Hands-on Learning in the Virtual World
ERIC Educational Resources Information Center
Branson, John; Thomson, Diane
2013-01-01
The U.S. military has long understood the value of immersive simulations in education. Before the Navy entrusts a ship to a crew, crew members must first practice and demonstrate their competency in a fully immersive, simulated environment. Why not teach students in the same way? K-12 educators in Pennsylvania, USA, recently did just that when…
NASA Astrophysics Data System (ADS)
Lv, X.; Zhao, Y.; Huang, X. Y.; Xia, G. H.; Su, X. H.
2007-07-01
A new three-dimensional (3D) matrix-free implicit unstructured multigrid finite volume (FV) solver for structural dynamics is presented in this paper. The solver is first validated using classical 2D and 3D cantilever problems. It is shown that very accurate predictions of the fundamental natural frequencies of the problems can be obtained by the solver with fast convergence rates. This method has been integrated into our existing FV compressible solver [X. Lv, Y. Zhao, et al., An efficient parallel/unstructured-multigrid preconditioned implicit method for simulating 3d unsteady compressible flows with moving objects, Journal of Computational Physics 215(2) (2006) 661-690] based on the immersed membrane method (IMM) [X. Lv, Y. Zhao, et al., as mentioned above]. Results for the interaction between the fluid and an immersed fixed-free cantilever are also presented to demonstrate the potential of this integrated fluid-structure interaction approach.
Immersive Earth Science: Data Visualization in Virtual Reality
NASA Astrophysics Data System (ADS)
Skolnik, S.; Ramirez-Linan, R.
2017-12-01
Utilizing next generation technology, Navteca's exploration of 3D and volumetric temporal data in Virtual Reality (VR) takes advantage of immersive user experiences where stakeholders are literally inside the data. No longer restricted by the edges of a screen, VR provides an innovative way of viewing spatially distributed 2D and 3D data that leverages a 360 field of view and positional-tracking input, allowing users to see and experience data differently. These concepts are relevant to many sectors, industries, and fields of study, as real-time collaboration in VR can enhance understanding and mission with VR visualizations that display temporally-aware 3D, meteorological, and other volumetric datasets. The ability to view data that is traditionally "difficult" to visualize, such as subsurface features or air columns, is a particularly compelling use of the technology. Various development iterations have resulted in Navteca's proof of concept that imports and renders volumetric point-cloud data in the virtual reality environment by interfacing PC-based VR hardware to a back-end server and popular GIS software. The integration of the geo-located data in VR and subsequent display of changeable basemaps, overlaid datasets, and the ability to zoom, navigate, and select specific areas show the potential for immersive VR to revolutionize the way Earth data is viewed, analyzed, and communicated.
ERIC Educational Resources Information Center
Mystakidis, Stylianos; Berki, Eleni
2018-01-01
The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program "From the Ancient to the Modern Tablets," featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an…
ERIC Educational Resources Information Center
Lawless-Reljic, Sabine Karine
2010-01-01
Growing interest of educational institutions in desktop 3D graphic virtual environments for hybrid and distance education prompts questions on the efficacy of such tools. Virtual worlds, such as Second Life[R], enable computer-mediated immersion and interactions encompassing multimodal communication channels including audio, video, and text-.…
NASA Astrophysics Data System (ADS)
Ning, Jiwei; Sang, Xinzhu; Xing, Shujun; Cui, Huilong; Yan, Binbin; Yu, Chongxiu; Dou, Wenhua; Xiao, Liquan
2016-10-01
The army's combat training is very important now, and the simulation of the real battlefield environment is of great significance. Two-dimensional information has been unable to meet the demand at present. With the development of virtual reality technology, three-dimensional (3D) simulation of the battlefield environment is possible. In the simulation of 3D battlefield environment, in addition to the terrain, combat personnel and the combat tool ,the simulation of explosions, fire, smoke and other effects is also very important, since these effects can enhance senses of realism and immersion of the 3D scene. However, these special effects are irregular objects, which make it difficult to simulate with the general geometry. Therefore, the simulation of irregular objects is always a hot and difficult research topic in computer graphics. Here, the particle system algorithm is used for simulating irregular objects. We design the simulation of the explosion, fire, smoke based on the particle system and applied it to the battlefield 3D scene. Besides, the battlefield 3D scene simulation with the glasses-free 3D display is carried out with an algorithm based on GPU 4K super-multiview 3D video real-time transformation method. At the same time, with the human-computer interaction function, we ultimately realized glasses-free 3D display of the simulated more realistic and immersed 3D battlefield environment.
NASA Astrophysics Data System (ADS)
Erickson, David; Lacheray, Hervé; Lambert, Jason Michel; Mantegh, Iraj; Crymble, Derry; Daly, John; Zhao, Yan
2012-06-01
State-of-the-art robotic explosive ordnance disposal robotics have not, in general, adopted recent advances in control technology and man-machine interfaces and lag many years behind academia. This paper describes the Haptics-based Immersive Telerobotic System project investigating an immersive telepresence envrionment incorporating advanced vehicle control systems, Augmented immersive sensory feedback, dynamic 3D visual information, and haptic feedback for explosive ordnance disposal operators. The project aim is to provide operatiors a more sophisticated interface and expand sensory input to perform complex tasks to defeat improvised explosive devices successfully. The introduction of haptics and immersive teleprescence has the potential to shift the way teleprescence systems work for explosive ordnance disposal tasks or more widely for first responders scenarios involving remote unmanned ground vehicles.
OnSight: Multi-platform Visualization of the Surface of Mars
NASA Astrophysics Data System (ADS)
Abercrombie, S. P.; Menzies, A.; Winter, A.; Clausen, M.; Duran, B.; Jorritsma, M.; Goddard, C.; Lidawer, A.
2017-12-01
A key challenge of planetary geology is to develop an understanding of an environment that humans cannot (yet) visit. Instead, scientists rely on visualizations created from images sent back by robotic explorers, such as the Curiosity Mars rover. OnSight is a multi-platform visualization tool that helps scientists and engineers to visualize the surface of Mars. Terrain visualization allows scientists to understand the scale and geometric relationships of the environment around the Curiosity rover, both for scientific understanding and for tactical consideration in safely operating the rover. OnSight includes a web-based 2D/3D visualization tool, as well as an immersive mixed reality visualization. In addition, OnSight offers a novel feature for communication among the science team. Using the multiuser feature of OnSight, scientists can meet virtually on Mars, to discuss geology in a shared spatial context. Combining web-based visualization with immersive visualization allows OnSight to leverage strengths of both platforms. This project demonstrates how 3D visualization can be adapted to either an immersive environment or a computer screen, and will discuss advantages and disadvantages of both platforms.
On 3D Dimension: Study cases for Archaeological sites
NASA Astrophysics Data System (ADS)
D'Urso, M. G.; Marino, C. L.; Rotondi, A.
2014-04-01
For more than a century the tridimensional vision has been of interest for scientists and users in several fields of application. The mathematical bases have remained substantially unchanged but only the new technologies have allowed us to make the vision really impressive. Photography opens new frontiers and has enriched of physical, mathematical, chemical, informatical and topographic notions by making the images so real to make the observer fully immersed into the represented scene. By means of active googless the 3D digital technique, commonly used for video games, makes possible animations without limitations in the dimension of the images thanks to the improved performances of the graphic processor units and related hardware components. In this paper we illustrate an experience made by the students of the MSc'degree course of Topography, active at the University of Cassino and Southern Lazio, in which the photography has been applied as an innovative technique for the surveying of cultural heritage. The tests foresee the use of traditional techniques of survey with 3D digital images and use of GPS sensors. The ultimate objective of our experience is the insertion in the web, allowing us the visualization of the 3D images equipped with all data. In conclusion these new methods of survey allow for the fusion of extremely different techniques, in such an impressive way to make them inseparable and justifying the origin of the neologism "Geomatics" coined at the Laval University (Canada) during the eighties.
Design of a Serious Game for Handling Obstetrical Emergencies.
Jean Dit Gautier, Estelle; Bot-Robin, Virginie; Libessart, Aurélien; Doucède, Guillaume; Cosson, Michel; Rubod, Chrystèle
2016-12-21
The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game. Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborated a new game engine, placing the student in some maternity emergency situations and delivery room simulations. A gynecologist initially wrote a scenario based on a real clinical situation. He also designed, along with an educational engineer, a tree diagram, which served as a guide for dialogues and actions. A game engine, especially developed for this case, enabled us to connect actions to the graphic universe (fully 3D modeled and based on photographic references). We used the Oculus Rift in order to immerse the player in virtual reality. Each action in the game was linked to a certain number of score points, which could either be positive or negative. Different pathological pregnancy situations have been targeted and are as follows: care of spontaneous miscarriage, threat of preterm birth, forceps operative delivery for fetal abnormal heart rate, and reduction of a shoulder dystocia. The first phase immerses the learner into an action scene, as a doctor. The second phase ask the student to make a diagnosis. Once the diagnosis is made, different treatments are suggested. Our serious game offers a new perspective for obstetrical emergency management trainings and provides students with active learning by immersing them into an environment, which recreates all or part of the real obstetrical world of emergency. It is consistent with the latest recommendations, which clarify the importance of simulation in teaching and in ongoing professional development. ©Estelle Jean dit Gautier, Virginie Bot-Robin, Aurélien Libessart, Guillaume Doucède, Michel Cosson, Chrystèle Rubod. Originally published in JMIR Serious Games (http://games.jmir.org), 21.12.2016.
ERIC Educational Resources Information Center
Pariseau, Cecile
1978-01-01
A description of an immersion program for 6-year-old anglophone children modeled on "les classes d'accueil" for immigrant children. The program of intensive instruction in oral and written French is outlined. This school district has found this type of immersion superior to the usual kind. (The text is in French.) (AMH)
Visualization of reservoir simulation data with an immersive virtual reality system
DOE Office of Scientific and Technical Information (OSTI.GOV)
Williams, B.K.
1996-10-01
This paper discusses an investigation into the use of an immersive virtual reality (VR) system to visualize reservoir simulation output data. The hardware and software configurations of the test-immersive VR system are described and compared to a nonimmersive VR system and to an existing workstation screen-based visualization system. The structure of 3D reservoir simulation data and the actions to be performed on the data within the VR system are discussed. The subjective results of the investigation are then presented, followed by a discussion of possible future work.
Alberton Da Silva, Victória; Alberton Da Silva, Simone; Pecho, Oscar E; Bacchi, Atais
2018-06-19
The aim of this study was to evaluate the color stability of two resin-based composites photo-activated by two light curing units (LCU) with different irradiances. Hundred disc-shaped specimens (2-mm thick) of a nanofilled (FZ- Filtek TM Z350 XT, 3M ESPE) and a microhybrid (ED-Empress ® Direct, Ivoclar Vivadent) composites were photo-activated with two LCU: Valo ® Cordless, Ultradent (VA-1800 mW/cm 2 ) or Radii-cal, SDI (RA-900 mW/cm 2 ). Samples (n = 5) were immersed during 12 days in distilled water (WT), orange juice (OJ), red wine (RW), coffee (CF), or Brazilian tea (BT). CIELAB coordinates were obtained using a spectrophotometer (Easyshade 4.0, Vita Zahnfabrik) before (T 0 ) and after (T 1 ) immersion. CIEDE2000 color difference (ΔE 00 ) and whiteness index for dentistry (WI D ) were calculated. Data was analyzed by two-way ANOVA and Tukey's test (α = 0.05%). FZ light-activated by VA showed higher L* and WI D values (T 0 ) and lower ΔE 00 values after immersion in WT, OJ, and RW. However, there was no effect of both factors on ΔE 00 when samples were immersed in BT and CF. ED light-activated by RA showed significant higher C* values (p ≤ .05). The nanofilled composite photo-activated with higher irradiance showed greater L* and WI D values and better color stability. However, all samples immersed in colored beverages showed ΔE 00 values above the acceptability threshold. Initial color of resin-based composites can change after immersion in staining beverages. However, the best color stability was obtained by the nanocomposite photo-activated by a light-curing unit of higher irradiance. © 2018 Wiley Periodicals, Inc.
NASA Astrophysics Data System (ADS)
Zhang, Zhi-Qian; Liu, G. R.; Khoo, Boo Cheong
2013-02-01
A three-dimensional immersed smoothed finite element method (3D IS-FEM) using four-node tetrahedral element is proposed to solve 3D fluid-structure interaction (FSI) problems. The 3D IS-FEM is able to determine accurately the physical deformation of the nonlinear solids placed within the incompressible viscous fluid governed by Navier-Stokes equations. The method employs the semi-implicit characteristic-based split scheme to solve the fluid flows and smoothed finite element methods to calculate the transient dynamics responses of the nonlinear solids based on explicit time integration. To impose the FSI conditions, a novel, effective and sufficiently general technique via simple linear interpolation is presented based on Lagrangian fictitious fluid meshes coinciding with the moving and deforming solid meshes. In the comparisons to the referenced works including experiments, it is clear that the proposed 3D IS-FEM ensures stability of the scheme with the second order spatial convergence property; and the IS-FEM is fairly independent of a wide range of mesh size ratio.
Stereoscopic display of 3D models for design visualization
NASA Astrophysics Data System (ADS)
Gilson, Kevin J.
2006-02-01
Advances in display technology and 3D design visualization applications have made real-time stereoscopic visualization of architectural and engineering projects a reality. Parsons Brinkerhoff (PB) is a transportation consulting firm that has used digital visualization tools from their inception and has helped pioneer the application of those tools to large scale infrastructure projects. PB is one of the first Architecture/Engineering/Construction (AEC) firms to implement a CAVE- an immersive presentation environment that includes stereoscopic rear-projection capability. The firm also employs a portable stereoscopic front-projection system, and shutter-glass systems for smaller groups. PB is using commercial real-time 3D applications in combination with traditional 3D modeling programs to visualize and present large AEC projects to planners, clients and decision makers in stereo. These presentations create more immersive and spatially realistic presentations of the proposed designs. This paper will present the basic display tools and applications, and the 3D modeling techniques PB is using to produce interactive stereoscopic content. The paper will discuss several architectural and engineering design visualizations we have produced.
Terrain Modelling for Immersive Visualization for the Mars Exploration Rovers
NASA Technical Reports Server (NTRS)
Wright, J.; Hartman, F.; Cooper, B.; Maxwell, S.; Yen, J.; Morrison, J.
2004-01-01
Immersive environments are being used to support mission operations at the Jet Propulsion Laboratory. This technology contributed to the Mars Pathfinder Mission in planning sorties for the Sojourner rover and is being used for the Mars Exploration Rover (MER) missions. The stereo imagery captured by the rovers is used to create 3D terrain models, which can be viewed from any angle, to provide a powerful and information rich immersive visualization experience. These technologies contributed heavily to both the mission success and the phenomenal level of public outreach achieved by Mars Pathfinder and MER. This paper will review the utilization of terrain modelling for immersive environments in support of MER.
Breath-hold times in air compared to breath-hold times during cold water immersions.
Taber, Michael J; MacKinnon, Scott N; Power, Jonathan; Walker, Robert
2015-02-01
Given the effects of cold water immersion on breath-hold (BH) capabilities, a practical training exercise was developed for military/paramilitary personnel completing a helicopter underwater egress training (HUET) program. The exercise was designed to provide firsth and experience of the effects of cold water exposure on BH time. After completing the required HUET, 47 subjects completed two BH testing sessions as well as a short questionnaire. The first BH was completed while standing on the pool deck. The second BH was completed while fully immersed (face down) in 2-3°C water. There were 40 of the volunteers who also breathed from an emergency breathing system (EBS) while in the cold water. Results demonstrated that BH capabilities in cold water were significantly lower than those in ambient air. A significant correlation was also found between BH in air and the difference in cold water vs. air BH capabilities, which suggests that subjects who can hold their breath the longest in air experienced the greatest decrease in BH when immersed. Results indicate that 92% of the subjects reported that the practical cold water immersion exercise had a high value. Finally, 58% of those who used the EBS reported that it was harder to breathe in cold water than while in the training pool (approximately 22°C). The BH times for this group were similar to those reported in previous cold water immersion studies. Based on the questionnaire results, it is possible, when carefully applied, to include a practical cold water immersion exercise into existing HUET programs.
2013-05-01
environmental objects are used to immerse the user in a 3D visualisation of the simulated war game. ADFStealthViewer has several ADF produced 3D models...OpenGL, audio , and networking devices. Some advanced functionality of the engine relies on modern graphics pixel and vertex shaders. These advanced
Stereoscopic applications for design visualization
NASA Astrophysics Data System (ADS)
Gilson, Kevin J.
2007-02-01
Advances in display technology and 3D design visualization applications have made real-time stereoscopic visualization of architectural and engineering projects a reality. Parsons Brinkerhoff (PB) is a transportation consulting firm that has used digital visualization tools from their inception and has helped pioneer the application of those tools to large scale infrastructure projects. PB is one of the first Architecture/Engineering/Construction (AEC) firms to implement a CAVE- an immersive presentation environment that includes stereoscopic rear-projection capability. The firm also employs a portable stereoscopic front-projection system, and shutter-glass systems for smaller groups. PB is using commercial real-time 3D applications in combination with traditional 3D modeling programs to visualize and present large AEC projects to planners, clients and decision makers in stereo. These presentations create more immersive and spatially realistic presentations of the proposed designs. This paper will present the basic display tools and applications, and the 3D modeling techniques PB is using to produce interactive stereoscopic content. The paper will discuss several architectural and engineering design visualizations we have produced.
ERIC Educational Resources Information Center
Kemp, Jeremy William
2011-01-01
This quantitative survey study examines the willingness of online students to adopt an immersive virtual environment as a classroom tool and compares this with their feelings about more traditional learning modes including our ANGEL learning management system and the Elluminate live Web conferencing tool. I surveyed 1,108 graduate students in…
Fully Resolved Simulations of 3D Printing
NASA Astrophysics Data System (ADS)
Tryggvason, Gretar; Xia, Huanxiong; Lu, Jiacai
2017-11-01
Numerical simulations of Fused Deposition Modeling (FDM) (or Fused Filament Fabrication) where a filament of hot, viscous polymer is deposited to ``print'' a three-dimensional object, layer by layer, are presented. A finite volume/front tracking method is used to follow the injection, cooling, solidification and shrinking of the filament. The injection of the hot melt is modeled using a volume source, combined with a nozzle, modeled as an immersed boundary, that follows a prescribed trajectory. The viscosity of the melt depends on the temperature and the shear rate and the polymer becomes immobile as its viscosity increases. As the polymer solidifies, the stress is found by assuming a hyperelastic constitutive equation. The method is described and its accuracy and convergence properties are tested by grid refinement studies for a simple setup involving two short filaments, one on top of the other. The effect of the various injection parameters, such as nozzle velocity and injection velocity are briefly examined and the applicability of the approach to simulate the construction of simple multilayer objects is shown. The role of fully resolved simulations for additive manufacturing and their use for novel processes and as the ``ground truth'' for reduced order models is discussed.
A fully resolved fluid-structure-muscle-activation model for esophageal transport
NASA Astrophysics Data System (ADS)
Kou, Wenjun; Bhalla, Amneet P. S.; Griffith, Boyce E.; Johnson, Mark; Patankar, Neelesh A.
2013-11-01
Esophageal transport is a mechanical and physiological process that transfers the ingested food bolus from the pharynx to the stomach through a multi-layered esophageal tube. The process involves interactions between the bolus, esophageal wall composed of mucosal, circular muscle (CM) and longitudinal muscle (LM) layers, and neurally coordinated muscle activation including CM contraction and LM shortening. In this work, we present a 3D fully-resolved model of esophageal transport based on the immersed boundary method. The model describes the bolus as a Newtonian fluid, the esophageal wall as a multi-layered elastic tube represented by springs and beams, and the muscle activation as a traveling wave of sequential actuation/relaxation of muscle fibers, represented by springs with dynamic rest lengths. Results on intraluminal pressure profile and bolus shape will be shown, which are qualitatively consistent with experimental observations. Effects of activating CM contraction only, LM shortening only or both, for the bolus transport, are studied. A comparison among them can help to identify the role of each type of muscle activation. The support of grant R01 DK56033 and R01 DK079902 from NIH is gratefully acknowledged.
Dispersion analysis of leaky guided waves in fluid-loaded waveguides of generic shape.
Mazzotti, M; Marzani, A; Bartoli, I
2014-01-01
A fully coupled 2.5D formulation is proposed to compute the dispersive parameters of waveguides with arbitrary cross-section immersed in infinite inviscid fluids. The discretization of the waveguide is performed by means of a Semi-Analytical Finite Element (SAFE) approach, whereas a 2.5D BEM formulation is used to model the impedance of the surrounding infinite fluid. The kernels of the boundary integrals contain the fundamental solutions of the space Fourier-transformed Helmholtz equation, which governs the wave propagation process in the fluid domain. Numerical difficulties related to the evaluation of singular integrals are avoided by using a regularization procedure. To improve the numerical stability of the discretized boundary integral equations for the external Helmholtz problem, the so called CHIEF method is used. The discrete wave equation results in a nonlinear eigenvalue problem in the complex axial wavenumbers that is solved at the frequencies of interest by means of a contour integral algorithm. In order to separate physical from non-physical solutions and to fulfill the requirement of holomorphicity of the dynamic stiffness matrix inside the complex wavenumber contour, the phase of the radial bulk wavenumber is uniquely defined by enforcing the Snell-Descartes law at the fluid-waveguide interface. Three numerical applications are presented. The computed dispersion curves for a circular bar immersed in oil are in agreement with those extracted using the Global Matrix Method. Novel results are presented for viscoelastic steel bars of square and L-shaped cross-section immersed in water. Copyright © 2013 Elsevier B.V. All rights reserved.
2016-12-01
C. METHODOLOGY ....................................................................................4 D. LITERATURE REVIEW... Descriptions ................................................10 Table 3. Interagency Language Roundtable Language Skill Level Table 4. Descriptions ...and cultural acquisition. METHODOLOGY D. In this project the author analyzed official documents associated with Military Information Support
Fast immersed interface Poisson solver for 3D unbounded problems around arbitrary geometries
NASA Astrophysics Data System (ADS)
Gillis, T.; Winckelmans, G.; Chatelain, P.
2018-02-01
We present a fast and efficient Fourier-based solver for the Poisson problem around an arbitrary geometry in an unbounded 3D domain. This solver merges two rewarding approaches, the lattice Green's function method and the immersed interface method, using the Sherman-Morrison-Woodbury decomposition formula. The method is intended to be second order up to the boundary. This is verified on two potential flow benchmarks. We also further analyse the iterative process and the convergence behavior of the proposed algorithm. The method is applicable to a wide range of problems involving a Poisson equation around inner bodies, which goes well beyond the present validation on potential flows.
LLCySA: Making Sense of Cyberspace
2014-01-01
data center. His other activities include the development of immersive 3D environments leveraging video- game technology to provide a multiplayer ...exploring data-driven approaches to network protection. Imagine a cyber analyst navigating a three-dimen- sional (3D) game , walking down virtual office...because of information overload. One approach to this challenge leverages technol- ogy utilized in the 3D gaming industry. The video- game medium
Game engines and immersive displays
NASA Astrophysics Data System (ADS)
Chang, Benjamin; Destefano, Marc
2014-02-01
While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.
NASA Astrophysics Data System (ADS)
Yang, L. M.; Shu, C.; Yang, W. M.; Wang, Y.; Wu, J.
2017-08-01
In this work, an immersed boundary-simplified sphere function-based gas kinetic scheme (SGKS) is presented for the simulation of 3D incompressible flows with curved and moving boundaries. At first, the SGKS [Yang et al., "A three-dimensional explicit sphere function-based gas-kinetic flux solver for simulation of inviscid compressible flows," J. Comput. Phys. 295, 322 (2015) and Yang et al., "Development of discrete gas kinetic scheme for simulation of 3D viscous incompressible and compressible flows," J. Comput. Phys. 319, 129 (2016)], which is often applied for the simulation of compressible flows, is simplified to improve the computational efficiency for the simulation of incompressible flows. In the original SGKS, the integral domain along the spherical surface for computing conservative variables and numerical fluxes is usually not symmetric at the cell interface. This leads the expression of numerical fluxes at the cell interface to be relatively complicated. For incompressible flows, the sphere at the cell interface can be approximately considered to be symmetric as shown in this work. Besides that, the energy equation is usually not needed for the simulation of incompressible isothermal flows. With all these simplifications, the simple and explicit formulations for the conservative variables and numerical fluxes at the cell interface can be obtained. Second, to effectively implement the no-slip boundary condition for fluid flow problems with complex geometry as well as moving boundary, the implicit boundary condition-enforced immersed boundary method [Wu and Shu, "Implicit velocity correction-based immersed boundary-lattice Boltzmann method and its applications," J. Comput. Phys. 228, 1963 (2009)] is introduced into the simplified SGKS. That is, the flow field is solved by the simplified SGKS without considering the presence of an immersed body and the no-slip boundary condition is implemented by the immersed boundary method. The accuracy and efficiency of the present scheme are validated by simulating the decaying vortex flow, flow past a stationary and rotating sphere, flow past a stationary torus, and flows over dragonfly flight.
Kim, Kwangtaek; Kim, Joongrock; Choi, Jaesung; Kim, Junghyun; Lee, Sangyoun
2015-01-01
Vision-based hand gesture interactions are natural and intuitive when interacting with computers, since we naturally exploit gestures to communicate with other people. However, it is agreed that users suffer from discomfort and fatigue when using gesture-controlled interfaces, due to the lack of physical feedback. To solve the problem, we propose a novel complete solution of a hand gesture control system employing immersive tactile feedback to the user's hand. For this goal, we first developed a fast and accurate hand-tracking algorithm with a Kinect sensor using the proposed MLBP (modified local binary pattern) that can efficiently analyze 3D shapes in depth images. The superiority of our tracking method was verified in terms of tracking accuracy and speed by comparing with existing methods, Natural Interaction Technology for End-user (NITE), 3D Hand Tracker and CamShift. As the second step, a new tactile feedback technology with a piezoelectric actuator has been developed and integrated into the developed hand tracking algorithm, including the DTW (dynamic time warping) gesture recognition algorithm for a complete solution of an immersive gesture control system. The quantitative and qualitative evaluations of the integrated system were conducted with human subjects, and the results demonstrate that our gesture control with tactile feedback is a promising technology compared to a vision-based gesture control system that has typically no feedback for the user's gesture inputs. Our study provides researchers and designers with informative guidelines to develop more natural gesture control systems or immersive user interfaces with haptic feedback. PMID:25580901
Kim, Kwangtaek; Kim, Joongrock; Choi, Jaesung; Kim, Junghyun; Lee, Sangyoun
2015-01-08
Vision-based hand gesture interactions are natural and intuitive when interacting with computers, since we naturally exploit gestures to communicate with other people. However, it is agreed that users suffer from discomfort and fatigue when using gesture-controlled interfaces, due to the lack of physical feedback. To solve the problem, we propose a novel complete solution of a hand gesture control system employing immersive tactile feedback to the user's hand. For this goal, we first developed a fast and accurate hand-tracking algorithm with a Kinect sensor using the proposed MLBP (modified local binary pattern) that can efficiently analyze 3D shapes in depth images. The superiority of our tracking method was verified in terms of tracking accuracy and speed by comparing with existing methods, Natural Interaction Technology for End-user (NITE), 3D Hand Tracker and CamShift. As the second step, a new tactile feedback technology with a piezoelectric actuator has been developed and integrated into the developed hand tracking algorithm, including the DTW (dynamic time warping) gesture recognition algorithm for a complete solution of an immersive gesture control system. The quantitative and qualitative evaluations of the integrated system were conducted with human subjects, and the results demonstrate that our gesture control with tactile feedback is a promising technology compared to a vision-based gesture control system that has typically no feedback for the user's gesture inputs. Our study provides researchers and designers with informative guidelines to develop more natural gesture control systems or immersive user interfaces with haptic feedback.
Sideridou, Irini D; Karabela, Maria M; Vouvoudi, Evagelia Ch
2008-08-01
This study evaluated the influence of water and ethanol sorption on the volumetric dimensional changes of resins prepared by light curing of Bis-GMA, Bis-EMA, UDMA, TEGDMA or D(3)MA. The resin specimens (15mm diameterx1mm height) were immersed in water or ethanol 37+/-1 degrees C for 30 days. Volumetric changes of specimens were obtained via accurate mass measurements using Archimedes principle. The specimens were reconditioned by dry storage in an oven at 37+/-1 degrees C until constant mass was obtained and then immersed in water or ethanol for 30 days. The volumetric changes of specimens were determined and compared to those obtained from the first sorption. Resins showed similar volume increase during the first and second sorptions of water or ethanol. The volume increase due to water absorption is in the following order: poly-TEGDMA>poly-Bis-GMA>poly-UDMA>poly-Bis-EMA>poly-D(3)MA. On the contrary, the order in ethanol is poly-Bis-GMA>poly-UDMA>poly-TEGDMA>poly-Bis-EMA approximately poly-D(3)MA. The volume increase was found to depend linearly on the amount of water or ethanol absorbed. In the choice of monomers for preparation of composite resin matrix the volume increase in the resin after immersion in water or ethanol must be taken into account. Resins of Bis-EMA and D(3)MA showed the lowest values.
NASA Astrophysics Data System (ADS)
Hamlet, C. L.; Hoffman, K.; Fauci, L.; Tytell, E.
2016-02-01
The lamprey is a model organism for both neurophysiology and locomotion studies. To study the role of sensory feedback as an organism moves through its environment, a 2D, integrative, multi-scale model of an anguilliform swimmer driven by neural activation from a central pattern generator (CPG) is constructed. The CPG in turn drives muscle kinematics and is fully coupled to the surrounding fluid. The system is numerically evolved in time using an immersed boundary framework producing an emergent swimming mode. Proprioceptive feedback to the CPG based on experimental observations adjust the activation signal as the organism interacts with its environment. Effects on the speed, stability and cost (metabolic work) of swimming due to nonlinear dependencies associated with muscle force development combined with proprioceptive feedback to neural activation are estimated and examined.
wayGoo: a platform for geolocating and managing indoor and outdoor spaces
NASA Astrophysics Data System (ADS)
Thomopoulos, Stelios C. A.; Karafylli, Christina; Karafylli, Maria; Motos, Dionysis; Lampropoulos, Vassilis; Dimitros, Kostantinos; Margonis, Christos
2016-05-01
wayGoo2 is a platform for Geolocating and Managing indoor and outdoor spaces and content with multidimensional indoor and outdoor Navigation and Guidance. Its main components are a Geographic Information System, a back-end server, front-end applications and a web-based Content Management System (CMS). It constitutes a fully integrated 2D/3D space and content management system that creates a repository that consists of a database, content components and administrative data. wayGoo can connect to any third party database and event management data-source. The platform is secure as the data is only available through a Restful web service using https security protocol in conjunction with an API key used for authentication. To enhance users experience, wayGoo makes the content available by extracting components out of the repository and constructing targeted applications. The wayGoo platform supports geo-referencing of indoor and outdoor information and use of metadata. It also allows the use of existing information such as maps and databases. The platform enables planning through integration of content that is connected either spatially, temporally or contextually, and provides immediate access to all spatial data through interfaces and interactive 2D and 3D representations. wayGoo constitutes a mean to document and preserve assets through computerized techniques and provides a system that enhances the protection of your space, people and guests when combined with wayGoo notification and alert system. It constitutes a strong marketing tool providing staff and visitors with an immersive tool for navigation in indoor spaces and allowing users to organize their agenda and to discover events through wayGoo event scheduler and recommendation system. Furthermore, the wayGoo platform can be used in Security applications and event management, e.g. CBRNE incidents, man-made and natural disasters, etc., to document and geolocate information and sensor data (off line and real time) on one end, and offer navigation capabilities in indoor and outdoor spaces. Furthermore, the wayGoo platform can be used for the creation of immersive environments and experiences in conjunction with VR/AR (Virtual and Augmented Reality) technologies.
Re-Dimensional Thinking in Earth Science: From 3-D Virtual Reality Panoramas to 2-D Contour Maps
ERIC Educational Resources Information Center
Park, John; Carter, Glenda; Butler, Susan; Slykhuis, David; Reid-Griffin, Angelia
2008-01-01
This study examines the relationship of gender and spatial perception on student interactivity with contour maps and non-immersive virtual reality. Eighteen eighth-grade students elected to participate in a six-week activity-based course called "3-D GeoMapping." The course included nine days of activities related to topographic mapping.…
Categorizing the Educational Affordances of 3-Dimensional Immersive Digital Environments
ERIC Educational Resources Information Center
Rueda, Christian Jonathan Angel; Godínes, Juan Carlos Valdés; Rudman, Paul Douglas
2018-01-01
Aim/Purpose: This paper provides a general-purpose categorization scheme for assessing the utility of new and emerging three-dimensional interactive digital environments (3D-IDEs), along with specific pedagogic approaches that are known to work. It argues for the use of 3D-IDEs on the basis of their ludic appeal and ability to provide intrinsic…
From stereoscopic recording to virtual reality headsets: Designing a new way to learn surgery.
Ros, M; Trives, J-V; Lonjon, N
2017-03-01
To improve surgical practice, there are several different approaches to simulation. Due to wearable technologies, recording 3D movies is now easy. The development of a virtual reality headset allows imagining a different way of watching these videos: using dedicated software to increase interactivity in a 3D immersive experience. The objective was to record 3D movies via a main surgeon's perspective, to watch files using virtual reality headsets and to validate pedagogic interest. Surgical procedures were recorded using a system combining two side-by-side cameras placed on a helmet. We added two LEDs just below the cameras to enhance luminosity. Two files were obtained in mp4 format and edited using dedicated software to create 3D movies. Files obtained were then played using a virtual reality headset. Surgeons who tried the immersive experience completed a questionnaire to evaluate the interest of this procedure for surgical learning. Twenty surgical procedures were recorded. The movies capture a scene which is extended 180° horizontally and 90° vertically. The immersive experience created by the device conveys a genuine feeling of being in the operating room and seeing the procedure first-hand through the eyes of the main surgeon. All surgeons indicated that they believe in pedagogical interest of this method. We succeeded in recording the main surgeon's point of view in 3D and watch it on a virtual reality headset. This new approach enhances the understanding of surgery; most of the surgeons appreciated its pedagogic value. This method could be an effective learning tool in the future. Copyright © 2016. Published by Elsevier Masson SAS.
Comparison of postoperative refractive outcomes: IOLMaster® versus immersion ultrasound.
Whang, Woong-Joo; Jung, Byung-Ju; Oh, Tae-Hoon; Byun, Yong-Soo; Joo, Choun-Ki
2012-01-01
To compare the postoperative refractive outcomes between IOLMaster biometry (Carl Zeiss Meditec, Inc., Dublin, CA) and immersion ultrasound biometry for axial length measurements. Refractive outcomes in 354 eyes were compared using the IOLMaster and the immersion ultrasound biometry. Predicted refraction was determined using manual keratometry and the SRK-T formula with personalized A-constant. The axial lengths measured using the IOLMaster and immersion ultrasound were 24.49 ± 2.11 and 24.46 ± 2.11 mm, respectively, and the difference was significant (P < .05). The mean errors were 0.000 ± 0.578 D with the IOLMaster, and 0.000 ± 0.599 D with the immersion ultrasound, but the difference was not significant. The mean absolute error was smaller with the IOLMaster than with immersion ultrasound (0.463 ± 0.341 vs 0.479 ± 0.359 D), but the difference was not significant. IOLMaster biometry yields highly accurate results in cataract surgery. However, if the IOLMaster is unavailable, immersion ultrasound biometry with personalized intraocular lens constants is an acceptable alternative. Copyright 2012, SLACK Incorporated.
Effects of planar shear on the three-dimensional instability in flow past a circular cylinder
NASA Astrophysics Data System (ADS)
Park, Doohyun; Yang, Kyung-Soo
2018-03-01
A Floquet stability analysis has been carried out in order to investigate how a planar shear in wake flow affects the three-dimensional (3D) instability in the near-wake region. We consider a circular cylinder immersed in a freestream with planar shear. The cylinder was implemented in a Cartesian grid system by means of an immersed boundary method. Planar shear tends to promote the primary instability, known as Hopf bifurcation where steady flow bifurcates into time-periodic flow, in the sense that its critical Reynolds number decreases with increasing planar shear. The effects of planar shear on the 3D instability are different depending on the type of 3D instability. The flow asymmetry caused by the planar shear suppresses a QP-type mode but generates a C-type mode. The conventional A and B modes are stabilized by the planar shear, whereas mode C is intensified with increasing shear. The criticality of each 3D mode is discussed, and the neutral stability curves for each 3D mode are presented. The current Floquet results have been validated by using direct numerical simulation for some selected cases of flow parameters.
Routine clinical application of virtual reality in abdominal surgery.
Sampogna, Gianluca; Pugliese, Raffaele; Elli, Marco; Vanzulli, Angelo; Forgione, Antonello
2017-06-01
The advantages of 3D reconstruction, immersive virtual reality (VR) and 3D printing in abdominal surgery have been enunciated for many years, but still today their application in routine clinical practice is almost nil. We investigate their feasibility, user appreciation and clinical impact. Fifteen patients undergoing pancreatic, hepatic or renal surgery were studied realizing a 3D reconstruction of target anatomy. Then, an immersive VR environment was developed to import 3D models, and some details of the 3D scene were printed. All the phases of our workflow employed open-source software and low-cost hardware, easily implementable by other surgical services. A qualitative evaluation of the three approaches was performed by 20 surgeons, who filled in a specific questionnaire regarding a clinical case for each organ considered. Preoperative surgical planning and intraoperative guidance was feasible for all patients included in the study. The vast majority of surgeons interviewed scored their quality and usefulness as very good. Despite extra time, costs and efforts necessary to implement these systems, the benefits shown by the analysis of questionnaires recommend to invest more resources to train physicians to adopt these technologies routinely, even if further and larger studies are still mandatory.
Projection-Based 3D Printing of Cell Patterning Scaffolds with Multiscale Channels.
Xue, Dai; Wang, Yancheng; Zhang, Jiaxin; Mei, Deqing; Wang, Yue; Chen, Shaochen
2018-06-13
To fully actualize artificial, cell-laden biological models in tissue engineering, such as 3D organoids and organs-on-a-chip systems, cells need to be patterned such that they can precisely mimic natural microenvironments in vitro. Despite increasing interest in this area, patterning cells at multiscale (∼10 μm to 10 mm) remains a significant challenge in bioengineering. Here, we report a projection-based 3D printing system that achieves rapid and high-resolution fabrication of hydrogel scaffolds featuring intricate channels for multiscale cell patterning. Using this system, we were able to use biocompatible poly(ethylene glycol)diacrylate in fabricating a variety of scaffold architectures, ranging from regular geometries such as serpentine, spiral, and fractal-like to more irregular/intricate geometries, such as biomimetic arborescent and capillary networks. A red food dye solution was able to freely fill all channels in the scaffolds, from the trunk (>1100 μm in width) to the small branch (∼17 μm in width) without an external pump. The dimensions of the printed scaffolds remained stable over 3 days while being immersed in Dulbecco's phosphate-buffered saline at 37 °C, and a penetration analysis revealed that these scaffolds are suitable for metabolic and nutrient transport. Cell patterning experiments showed that red fluorescent protein-transfected A549 human nonsmall lung cancer cells adhered well in the scaffolds' channels, and showed further attachment and penetration during cell culture proliferation.
Huang, Yuan; Teng, Zhongzhao; Sadat, Umar; Graves, Martin J; Bennett, Martin R; Gillard, Jonathan H
2014-04-11
Compositional and morphological features of carotid atherosclerotic plaques provide complementary information to luminal stenosis in predicting clinical presentations. However, they alone cannot predict cerebrovascular risk. Mechanical stress within the plaque induced by cyclical changes in blood pressure has potential to assess plaque vulnerability. Various modeling strategies have been employed to predict stress, including 2D and 3D structure-only, 3D one-way and fully coupled fluid-structure interaction (FSI) simulations. However, differences in stress predictions using different strategies have not been assessed. Maximum principal stress (Stress-P1) within 8 human carotid atherosclerotic plaques was calculated based on geometry reconstructed from in vivo computerized tomography and high resolution, multi-sequence magnetic resonance images. Stress-P1 within the diseased region predicted by 2D and 3D structure-only, and 3D one-way FSI simulations were compared to 3D fully coupled FSI analysis. Compared to 3D fully coupled FSI, 2D structure-only simulation significantly overestimated stress level (94.1 kPa [65.2, 117.3] vs. 85.5 kPa [64.4, 113.6]; median [inter-quartile range], p=0.0004). However, when slices around the bifurcation region were excluded, stresses predicted by 2D structure-only simulations showed a good correlation (R(2)=0.69) with values obtained from 3D fully coupled FSI analysis. 3D structure-only model produced a small yet statistically significant stress overestimation compared to 3D fully coupled FSI (86.8 kPa [66.3, 115.8] vs. 85.5 kPa [64.4, 113.6]; p<0.0001). In contrast, one-way FSI underestimated stress compared to 3D fully coupled FSI (78.8 kPa [61.1, 100.4] vs. 85.5 kPa [64.4, 113.7]; p<0.0001). A 3D structure-only model seems to be a computationally inexpensive yet reasonably accurate approximation for stress within carotid atherosclerotic plaques with mild to moderate luminal stenosis as compared to fully coupled FSI analysis. Copyright © 2014 The Authors. Published by Elsevier Ltd.. All rights reserved.
Topçuoğlu, Hüseyin Sinan; Pala, Kanşad; Aktı, Ahmet; Düzgün, Salih; Topçuoğlu, Gamze
2016-07-01
The aim of this study was to investigate the effect of immersion in sodium hypochlorite (NaOCl) on cyclic fatigue resistance of three different rotary nickel-titanium (NiTi) retreatment files. A total of 90 new ProTaper, D-RaCe, and Mtwo retreatment files were tested. Thirty files of the same brand were randomly assigned to two groups (n = 15). Group 1 was no immersion (control group) and 16 mm of group 2 instruments were immersed in 5 % NaOCl at 37 °C for 5 min. All instruments were then tested for cyclic fatigue. Resistance to cyclic fatigue was determined by counting the numbers of cycles to failure in a 60° curve with a 5-mm radius, recording the time in seconds to fracture. Data were analyzed by two-way analysis of variance. Resistance to cyclic fatigue decreased significantly for D-RaCe retreatment files after immersion in NaOCl. ProTaper and Mtwo retreatment files were not affected from immersion to NaOCl. D-RaCe retreatment instruments showed better cyclic fatigue resistance than ProTaper and Mtwo retreatment instruments, and the difference was statistically significant (p < 0.05). There was no significant difference between ProTaper and Mtwo retreatment instrument groups (p > 0.05). D-RaCe retreatment instruments had the highest cyclic fatigue resistance among retreatment files tested in this study, but immersion to NaOCl decreased the cyclic fatigue resistance of D-RaCe retreatment instrument. It should be considered that cyclic fatigue resistance of D-RaCe can decrease in contact with NaOCl during the removal of canal filling material.
Perez-Marcos, Daniel; Solazzi, Massimiliano; Steptoe, William; Oyekoya, Oyewole; Frisoli, Antonio; Weyrich, Tim; Steed, Anthony; Tecchia, Franco; Slater, Mel; Sanchez-Vives, Maria V.
2012-01-01
Although telerehabilitation systems represent one of the most technologically appealing clinical solutions for the immediate future, they still present limitations that prevent their standardization. Here we propose an integrated approach that includes three key and novel factors: (a) fully immersive virtual environments, including virtual body representation and ownership; (b) multimodal interaction with remote people and virtual objects including haptic interaction; and (c) a physical representation of the patient at the hospital through embodiment agents (e.g., as a physical robot). The importance of secure and rapid communication between the nodes is also stressed and an example implemented solution is described. Finally, we discuss the proposed approach with reference to the existing literature and systems. PMID:22787454
A succinct overview of virtual reality technology use in Alzheimer's disease.
García-Betances, Rebeca I; Arredondo Waldmeyer, María Teresa; Fico, Giuseppe; Cabrera-Umpiérrez, María Fernanda
2015-01-01
We provide a brief review and appraisal of recent and current virtual reality (VR) technology for Alzheimer's disease (AD) applications. We categorize them according to their intended purpose (e.g., diagnosis, patient cognitive training, caregivers' education, etc.), focus feature (e.g., spatial impairment, memory deficit, etc.), methodology employed (e.g., tasks, games, etc.), immersion level, and passive or active interaction. Critical assessment indicates that most of them do not yet take full advantage of virtual environments with high levels of immersion and interaction. Many still rely on conventional 2D graphic displays to create non-immersive or semi-immersive VR scenarios. Important improvements are needed to make VR a better and more versatile assessment and training tool for AD. The use of the latest display technologies available, such as emerging head-mounted displays and 3D smart TV technologies, together with realistic multi-sensorial interaction devices, and neuro-physiological feedback capacity, are some of the most beneficial improvements this mini-review suggests. Additionally, it would be desirable that such VR applications for AD be easily and affordably transferable to in-home and nursing home environments.
Wiebrands, Michael; Malajczuk, Chris J; Woods, Andrew J; Rohl, Andrew L; Mancera, Ricardo L
2018-06-21
Molecular graphics systems are visualization tools which, upon integration into a 3D immersive environment, provide a unique virtual reality experience for research and teaching of biomolecular structure, function and interactions. We have developed a molecular structure and dynamics application, the Molecular Dynamics Visualization tool, that uses the Unity game engine combined with large scale, multi-user, stereoscopic visualization systems to deliver an immersive display experience, particularly with a large cylindrical projection display. The application is structured to separate the biomolecular modeling and visualization systems. The biomolecular model loading and analysis system was developed as a stand-alone C# library and provides the foundation for the custom visualization system built in Unity. All visual models displayed within the tool are generated using Unity-based procedural mesh building routines. A 3D user interface was built to allow seamless dynamic interaction with the model while being viewed in 3D space. Biomolecular structure analysis and display capabilities are exemplified with a range of complex systems involving cell membranes, protein folding and lipid droplets.
ERIC Educational Resources Information Center
Pellerin, Micheline; Hammerly, Hector
1986-01-01
Conversations with six twelfth graders who had been in French immersion since kindergarten found a high rate of incorrect sentences, suggesting a faulty interlanguage fossilized at grade six and a need for immersion program revision. (MSE)
Immersive virtual reality platform for medical training: a "killer-application".
2000-01-01
The Medical Readiness Trainer (MRT) integrates fully immersive Virtual Reality (VR), highly advanced medical simulation technologies, and medical data to enable unprecedented medical education and training. The flexibility offered by the MRT environment serves as a practical teaching tool today and in the near future the will serve as an ideal vehicle for facilitating the transition to the next level of medical practice, i.e., telepresence and next generation Internet-based collaborative learning.
Static vs dynamic settlement and adhesion of diatoms to ship hull coatings.
Zargiel, Kelli A; Swain, Geoffrey W
2014-01-01
Many experiments utilize static immersion tests to evaluate the performance of ship hull coatings. These provide valuable data; however, they do not accurately represent the conditions both the hull and fouling organisms encounter while a ship is underway. This study investigated the effect of static and dynamic immersion on the adhesion and settlement of diatoms to one antifouling coating (BRA 640), four fouling-release coatings (Intersleek(®) 700, Intersleek(®) 900, Hempasil X3, and Dow Corning 3140) and one standard surface (Intergard(®) 240 Epoxy). Differences in community composition were observed between the static and dynamic treatments. Achnanthes longipes was present on all coatings under static immersion, but was not present under dynamic immersion. This was also found for diatoms in the genera Bacillaria and Gyrosigma. Melosira moniformis was the only diatom present under dynamic conditions, but not static conditions. Several common fouling diatom genera were present on panels regardless of treatment: Amphora, Cocconeis, Entomoneis Cylindrotheca, Licmophora, Navicula, Nitzschia, Plagiotropis, and Synedra. Biofilm adhesion, diatom abundance and diatom diversity were found to be significantly different between static and dynamic treatments; however, the difference was dependent on coating and sampling date. Several coatings (Epoxy, DC 3140 and IS 700) had significantly higher biofilm adhesion on dynamically treated panels on at least one of the four sampling dates, while all coatings had significantly higher diatom abundance on at least one sampling date. Diversity was significantly greater on static panels than dynamic panels for Epoxy, IS 700 and HX3 at least once during the sampling period. The results demonstrate how hydrodynamic stress will significantly influence the microfouling community. Dynamic immersion testing is required to fully understand how antifouling surfaces will respond to biofilm formation when subjected to the stresses experienced by a ship underway.
Manson, Amy; Poyade, Matthieu; Rea, Paul
2015-10-19
The use of computer-aided learning in education can be advantageous, especially when interactive three-dimensional (3D) models are used to aid learning of complex 3D structures. The anatomy of the ventricular system of the brain is difficult to fully understand as it is seldom seen in 3D, as is the flow of cerebrospinal fluid (CSF). This article outlines a workflow for the creation of an interactive training tool for the cerebral ventricular system, an educationally challenging area of anatomy. This outline is based on the use of widely available computer software packages. Using MR images of the cerebral ventricular system and several widely available commercial and free software packages, the techniques of 3D modelling, texturing, sculpting, image editing and animations were combined to create a workflow in the creation of an interactive educational and training tool. This was focussed on cerebral ventricular system anatomy, and the flow of cerebrospinal fluid. We have successfully created a robust methodology by using key software packages in the creation of an interactive education and training tool. This has resulted in an application being developed which details the anatomy of the ventricular system, and flow of cerebrospinal fluid using an anatomically accurate 3D model. In addition to this, our established workflow pattern presented here also shows how tutorials, animations and self-assessment tools can also be embedded into the training application. Through our creation of an established workflow in the generation of educational and training material for demonstrating cerebral ventricular anatomy and flow of cerebrospinal fluid, it has enormous potential to be adopted into student training in this field. With the digital age advancing rapidly, this has the potential to be used as an innovative tool alongside other methodologies for the training of future healthcare practitioners and scientists. This workflow could be used in the creation of other tools, which could be developed for use not only on desktop and laptop computers but also smartphones, tablets and fully immersive stereoscopic environments. It also could form the basis on which to build surgical simulations enhanced with haptic interaction.
Immersive Virtual Moon Scene System Based on Panoramic Camera Data of Chang'E-3
NASA Astrophysics Data System (ADS)
Gao, X.; Liu, J.; Mu, L.; Yan, W.; Zeng, X.; Zhang, X.; Li, C.
2014-12-01
The system "Immersive Virtual Moon Scene" is used to show the virtual environment of Moon surface in immersive environment. Utilizing stereo 360-degree imagery from panoramic camera of Yutu rover, the system enables the operator to visualize the terrain and the celestial background from the rover's point of view in 3D. To avoid image distortion, stereo 360-degree panorama stitched by 112 images is projected onto inside surface of sphere according to panorama orientation coordinates and camera parameters to build the virtual scene. Stars can be seen from the Moon at any time. So we render the sun, planets and stars according to time and rover's location based on Hipparcos catalogue as the background on the sphere. Immersing in the stereo virtual environment created by this imaged-based rendering technique, the operator can zoom, pan to interact with the virtual Moon scene and mark interesting objects. Hardware of the immersive virtual Moon system is made up of four high lumen projectors and a huge curve screen which is 31 meters long and 5.5 meters high. This system which take all panoramic camera data available and use it to create an immersive environment, enable operator to interact with the environment and mark interesting objects contributed heavily to establishment of science mission goals in Chang'E-3 mission. After Chang'E-3 mission, the lab with this system will be open to public. Besides this application, Moon terrain stereo animations based on Chang'E-1 and Chang'E-2 data will be showed to public on the huge screen in the lab. Based on the data of lunar exploration,we will made more immersive virtual moon scenes and animations to help the public understand more about the Moon in the future.
Maruta, Michito; Matsuya, Shigeki; Nakamura, Seiji; Ishikawa, Kunio
2011-01-01
Carbonate apatite (CO(3)Ap) foam may be an ideal bone substitute as it is sidelined to cancellous bone with respect to its chemical composition and structure. However, CO(3)Ap foam fabricated using α-tricalcium phosphate foam showed limited mechanical strength. In the present study, feasibility of the fabrication of calcite which could be a precursor of CO(3)Ap was studied. Calcite foam was successfully fabricated by the so-called "ceramic foam" method using calcium hydroxide coated polyurethane foam under CO(2)+O(2) atmosphere. Then the calcite foam was immersed in Na(2)HPO(4) aqueous solution for phase transformation based on dissolution-precipitation reaction. When CaO-free calcite foam was immersed in Na(2)HPO(4) solution, low-crystalline CO(3)Ap foam with 93-96% porosity and fully interconnected porous structure was fabricated. The compressive strength of the foam was 25.6 ± 6 kPa. In light of these results, we concluded that the properties of the precursor foam were key factors for the fabrication of CO(3)Ap foams.
NASA Astrophysics Data System (ADS)
Veerapaneni, Shravan K.; Gueyffier, Denis; Biros, George; Zorin, Denis
2009-10-01
We extend [Shravan K. Veerapaneni, Denis Gueyffier, Denis Zorin, George Biros, A boundary integral method for simulating the dynamics of inextensible vesicles suspended in a viscous fluid in 2D, Journal of Computational Physics 228(7) (2009) 2334-2353] to the case of three-dimensional axisymmetric vesicles of spherical or toroidal topology immersed in viscous flows. Although the main components of the algorithm are similar in spirit to the 2D case—spectral approximation in space, semi-implicit time-stepping scheme—the main differences are that the bending and viscous force require new analysis, the linearization for the semi-implicit schemes must be rederived, a fully implicit scheme must be used for the toroidal topology to eliminate a CFL-type restriction and a novel numerical scheme for the evaluation of the 3D Stokes single layer potential on an axisymmetric surface is necessary to speed up the calculations. By introducing these novel components, we obtain a time-scheme that experimentally is unconditionally stable, has low cost per time step, and is third-order accurate in time. We present numerical results to analyze the cost and convergence rates of the scheme. To verify the solver, we compare it to a constrained variational approach to compute equilibrium shapes that does not involve interactions with a viscous fluid. To illustrate the applicability of method, we consider a few vesicle-flow interaction problems: the sedimentation of a vesicle, interactions of one and three vesicles with a background Poiseuille flow.
SciEthics Interactive: Science and Ethics Learning in a Virtual Environment
ERIC Educational Resources Information Center
Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth
2013-01-01
Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…
Teaching Physics to Deaf College Students in a 3-D Virtual Lab
ERIC Educational Resources Information Center
Robinson, Vicki
2013-01-01
Virtual worlds are used in many educational and business applications. At the National Technical Institute for the Deaf at Rochester Institute of Technology (NTID/RIT), deaf college students are introduced to the virtual world of Second Life, which is a 3-D immersive, interactive environment, accessed through computer software. NTID students use…
A Case Study in User Support for Managing OpenSim Based Multi User Learning Environments
ERIC Educational Resources Information Center
Perera, Indika; Miller, Alan; Allison, Colin
2017-01-01
Immersive 3D Multi User Learning Environments (MULE) have shown sufficient success to warrant their consideration as a mainstream educational paradigm. These are based on 3D Multi User Virtual Environment platforms (MUVE), and although they have been used for various innovative educational projects their complex permission systems and large…
Hybrid 2-D and 3-D Immersive and Interactive User Interface for Scientific Data Visualization
2017-08-01
visualization, 3-D interactive visualization, scientific visualization, virtual reality, real -time ray tracing 16. SECURITY CLASSIFICATION OF: 17...scientists to employ in the real world. Other than user-friendly software and hardware setup, scientists also need to be able to perform their usual...and scientific visualization communities mostly have different research priorities. For the VR community, the ability to support real -time user
Bajwa, Navroop Kaur; Pathak, Anuradha
2014-01-01
Context. An in vitro study carried out to evaluate and compare the effect of Cola drink on surface roughness of esthetic restorative materials. Purpose. To compare the effect of different immersion regimes in a Cola drink on surface roughness of esthetic restorative materials. Method. Two hundred samples were grouped into 4 equal groups of 50 samples each: Group I: conventional glass ionomer, Group II: resin modified glass ionomer, Group III: polyacid-modified resin composite, Group IV: Composite resin. Each group was further subdivided into 5 subgroups of 10 samples each. Subgroup A (Control Subgroup). Samples were kept immersed in artificial saliva. Subgroup B. Samples were immersed in Cola drink once a day. Subgroup C. Samples were immersed in Cola drink, 3 times a day. Subgroup D. Samples were immersed in Cola drink 5 times a day. Subgroup E. Samples were immersed in Cola drink 10 times a day. Each immersion lasted 5 minutes. The immersion protocol was repeated for 7 days. Results. Maximum surface roughness was seen in Group I conventional glass ionomer cement, followed by Group II resin modified glass ionomer, Group III polyacid modified resin composite, and Group IV composite resin samples. Conclusion. Resistance to change in surface roughness is more in resin based restorative materials as compared to glass ionomer based materials.
Bajwa, Navroop Kaur; Pathak, Anuradha
2014-01-01
Context. An in vitro study carried out to evaluate and compare the effect of Cola drink on surface roughness of esthetic restorative materials. Purpose. To compare the effect of different immersion regimes in a Cola drink on surface roughness of esthetic restorative materials. Method. Two hundred samples were grouped into 4 equal groups of 50 samples each: Group I: conventional glass ionomer, Group II: resin modified glass ionomer, Group III: polyacid-modified resin composite, Group IV: Composite resin. Each group was further subdivided into 5 subgroups of 10 samples each. Subgroup A (Control Subgroup). Samples were kept immersed in artificial saliva. Subgroup B. Samples were immersed in Cola drink once a day. Subgroup C. Samples were immersed in Cola drink, 3 times a day. Subgroup D. Samples were immersed in Cola drink 5 times a day. Subgroup E. Samples were immersed in Cola drink 10 times a day. Each immersion lasted 5 minutes. The immersion protocol was repeated for 7 days. Results. Maximum surface roughness was seen in Group I conventional glass ionomer cement, followed by Group II resin modified glass ionomer, Group III polyacid modified resin composite, and Group IV composite resin samples. Conclusion. Resistance to change in surface roughness is more in resin based restorative materials as compared to glass ionomer based materials. PMID:25006464
User Interface Technology Transfer to NASA's Virtual Wind Tunnel System
NASA Technical Reports Server (NTRS)
vanDam, Andries
1998-01-01
Funded by NASA grants for four years, the Brown Computer Graphics Group has developed novel 3D user interfaces for desktop and immersive scientific visualization applications. This past grant period supported the design and development of a software library, the 3D Widget Library, which supports the construction and run-time management of 3D widgets. The 3D Widget Library is a mechanism for transferring user interface technology from the Brown Graphics Group to the Virtual Wind Tunnel system at NASA Ames as well as the public domain.
Learning immersion without getting wet
NASA Astrophysics Data System (ADS)
Aguilera, Julieta C.
2012-03-01
This paper describes the teaching of an immersive environments class on the Spring of 2011. The class had students from undergraduate as well as graduate art related majors. Their digital background and interests were also diverse. These variables were channeled as different approaches throughout the semester. Class components included fundamentals of stereoscopic computer graphics to explore spatial depth, 3D modeling and skeleton animation to in turn explore presence, exposure to formats like a stereo projection wall and dome environments to compare field of view across devices, and finally, interaction and tracking to explore issues of embodiment. All these components were supported by theoretical readings discussed in class. Guest artists presented their work in Virtual Reality, Dome Environments and other immersive formats. Museum professionals also introduced students to space science visualizations, which utilize immersive formats. Here I present the assignments and their outcome, together with insights as to how the creation of immersive environments can be learned through constraints that expose students to situations of embodied cognition.
Virtual Reality to Train Diagnostic Skills in Eating Disorders. Comparison of two Low Cost Systems.
Gutiérrez-Maldonado, José; Ferrer-García, Marta; Plasanjuanelo, Joana; Andrés-Pueyo, Antonio; Talarn-Caparrós, Antoni
2015-01-01
Enhancing the ability to perform differential diagnosis and psychopathological exploration is important for students who wish to work in the clinical field, as well as for professionals already working in this area. Virtual reality (VR) simulations can immerse students totally in educational experiences in a way that is not possible using other methods. Learning in a VR environment can also be more effective and motivating than usual classroom practices. Traditionally, immersion has been considered central to the quality of a VR system; immersive VR is considered a special and unique experience that cannot achieved by three-dimensional (3D) interactions on desktop PCs. However, some authors have suggested that if the content design is emotionally engaging, immersive systems are not always necessary. The main purpose of this study is to compare the efficacy and usability of two low-cost VR systems, offering different levels of immersion, in order to develop the ability to perform diagnostic interviews in eating disorders by means of simulations of psychopathological explorations.
NASA Astrophysics Data System (ADS)
Moysey, S. M.; Smith, E.; Sellers, V.; Wyant, P.; Boyer, D. M.; Mobley, C.; Brame, S.
2015-12-01
Although field experiences are an important aspect of geoscience education, the opportunity to provide physical world experiences to large groups of introductory students is often limited by access, logistical, and financial constraints. Our project (NSF IUSE 1504619) is investigating the use of immersive virtual reality (VR) technologies as a surrogate for real field experiences in introductory geosciences classes. We are developing a toolbox that leverages innovations in the field of VR, including the Oculus Rift and Google Cardboard, to enable every student in an introductory geology classroom the opportunity to have a first-person virtual field experience in the Grand Canyon. We have opted to structure our VR experience as an interactive game where students must explore the Canyon to accomplish a series of tasks designed to emphasize key aspects of geoscience learning. So far we have produced two demo products for the virtual field trip. The first is a standalone "Rock Box" app developed for the iPhone, which allows students to select different rock samples, examine them in 3D, and obtain basic information about the properties of each sample. The app can act as a supplement to the traditional rock box used in physical geology labs. The second product is a fully functioning VR environment for the Grand Canyon developed using satellite-based topographic and imagery data to retain real geologic features within the experience. Players can freely navigate to explore anywhere they desire within the Canyon, but are guided to points of interest where they are able to complete exercises that will be aligned with specific learning goals. To this point we have integrated elements of the "Rock Box" app within the VR environment, allowing players to examine 3D details of rock samples they encounter within the Grand Canyon. We plan to provide demos of both products and obtain user feedback during our presentation.
3d visualization of atomistic simulations on every desktop
NASA Astrophysics Data System (ADS)
Peled, Dan; Silverman, Amihai; Adler, Joan
2013-08-01
Once upon a time, after making simulations, one had to go to a visualization center with fancy SGI machines to run a GL visualization and make a movie. More recently, OpenGL and its mesa clone have let us create 3D on simple desktops (or laptops), whether or not a Z-buffer card is present. Today, 3D a la Avatar is a commodity technique, presented in cinemas and sold for home TV. However, only a few special research centers have systems large enough for entire classes to view 3D, or special immersive facilities like visualization CAVEs or walls, and not everyone finds 3D immersion easy to view. For maximum physics with minimum effort a 3D system must come to each researcher and student. So how do we create 3D visualization cheaply on every desktop for atomistic simulations? After several months of attempts to select commodity equipment for a whole room system, we selected an approach that goes back a long time, even predating GL. The old concept of anaglyphic stereo relies on two images, slightly displaced, and viewed through colored glasses, or two squares of cellophane from a regular screen/projector or poster. We have added this capability to our AViz atomistic visualization code in its new, 6.1 version, which is RedHat, CentOS and Ubuntu compatible. Examples using data from our own research and that of other groups will be given.
Immersion Suit Flotation Testing REACT Report
2016-08-01
wind-generated motion, we used a 75-pound, pyramid anchor , with 20 feet of 3/8 inch mooring chain. As with the ballasted mannequin, the team fully...everything, packed it and shipped it to JMTF Mobile where the team would reassemble the gear for in-water deployment. This included both 75-pound anchors ...first mooring on the ramp, put the tethered buoy in the water, then put the anchor over the side, allowing the chain to run free. Next, the team
Immersion Cooling of Electronics in DoD Installations
DOE Office of Scientific and Technical Information (OSTI.GOV)
Coles, Henry; Herrlin, Magnus
A considerable amount of energy is consumed to cool electronic equipment in data centers. A method for substantially reducing the energy needed for this cooling was demonstrated. The method involves immersing electronic equipment in a non-conductive liquid that changes phase from a liquid to a gas. The liquid used was 3M Novec 649. Two-phase immersion cooling using this liquid is not viable at this time. The primary obstacles are IT equipment failures and costs. However, the demonstrated technology met the performance objectives for energy efficiency and greenhouse gas reduction. Before commercialization of this technology can occur, a root cause analysismore » of the failures should be completed, and the design changes proven.« less
A Succinct Overview of Virtual Reality Technology Use in Alzheimer’s Disease
García-Betances, Rebeca I.; Arredondo Waldmeyer, María Teresa; Fico, Giuseppe; Cabrera-Umpiérrez, María Fernanda
2015-01-01
We provide a brief review and appraisal of recent and current virtual reality (VR) technology for Alzheimer’s disease (AD) applications. We categorize them according to their intended purpose (e.g., diagnosis, patient cognitive training, caregivers’ education, etc.), focus feature (e.g., spatial impairment, memory deficit, etc.), methodology employed (e.g., tasks, games, etc.), immersion level, and passive or active interaction. Critical assessment indicates that most of them do not yet take full advantage of virtual environments with high levels of immersion and interaction. Many still rely on conventional 2D graphic displays to create non-immersive or semi-immersive VR scenarios. Important improvements are needed to make VR a better and more versatile assessment and training tool for AD. The use of the latest display technologies available, such as emerging head-mounted displays and 3D smart TV technologies, together with realistic multi-sensorial interaction devices, and neuro-physiological feedback capacity, are some of the most beneficial improvements this mini-review suggests. Additionally, it would be desirable that such VR applications for AD be easily and affordably transferable to in-home and nursing home environments. PMID:26029101
Kim, Deokman; Hong, Seongkyeol; Park, Junhong
2017-01-01
The determination of fluid density and viscosity using most cantilever-based sensors is based on changes in resonant frequency and peak width. Here, we present a wave propagation analysis using piezoelectrically excited micro-cantilevers under distributed fluid loading. The standing wave shapes of microscale-thickness cantilevers partially immersed in liquids (water, 25% glycerol, and acetone), and nanoscale-thickness microfabricated cantilevers fully immersed in gases (air at three different pressures, carbon dioxide, and nitrogen) were investigated to identify the effects of fluid-structure interactions to thus determine the fluid properties. This measurement method was validated by comparing with the known fluid properties, which agreed well with the measurements. The relative differences for the liquids were less than 4.8% for the densities and 3.1% for the viscosities, and those for the gases were less than 6.7% for the densities and 7.3% for the viscosities, showing better agreements in liquids than in gases. PMID:29077005
Collaborative virtual environments art exhibition
NASA Astrophysics Data System (ADS)
Dolinsky, Margaret; Anstey, Josephine; Pape, Dave E.; Aguilera, Julieta C.; Kostis, Helen-Nicole; Tsoupikova, Daria
2005-03-01
This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a "go together" world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we "become virtual" in real time with others.
Hann, Cheryl R.; Bentley, Michael D.; Vercnocke, Andrew; Ritman, Erik L.; Fautsch, Michael P.
2011-01-01
The site of outflow resistance leading to elevated intraocular pressure in primary open angle glaucoma is believed to be located in the region of Schlemm’s canal inner wall endothelium, its basement membrane and the adjacent juxtacanalicular tissue. Evidence also suggests collector channels and intrascleral vessels may have a role in intraocular pressure in both normal and glaucoma eyes. Traditional imaging modalities limit the ability to view both proximal and distal portions of the trabecular outflow pathway as a single unit. In this study, we examined the effectiveness of three-dimensional micro-computed tomography (3D micro-CT) as a potential method to view the trabecular outflow pathway. Two normal human eyes were used: one immersion fixed in 4% paraformaldehyde, and one with anterior chamber perfusion at 10 mmHg followed by perfusion fixation in 4% paraformaldehyde/2% glutaraldehyde. Both eyes were postfixed in 1% osmium tetroxide, and scanned with 3D micro-CT at 2 µm or 5 µm voxel resolution. In the immersion fixed eye, 24 collector channels were identified with an average orifice size of 27.5 ± 5 µm. In comparison, the perfusion fixed eye had 29 collector channels with a mean orifice size of 40.5 ± 13 µm. Collector channels were not evenly dispersed around the circumference of the eye. There was no significant difference in the length of Schlemm’s canal in the immersed versus the perfused eye (33.2 versus 35.1 mm). Structures, locations and size measurements identified by 3D micro-CT were confirmed by correlative light microscopy. These findings confirm 3D micro-CT can be used effectively for the non-invasive examination of the trabecular meshwork, Schlemm’s canal, collector channels and intrascleral vasculature that comprise the distal outflow pathway. This imaging modality will be useful for noninvasive study of the role of the trabecular outflow pathway as a whole unit. PMID:21187085
DOE Office of Scientific and Technical Information (OSTI.GOV)
C Hann; M Bentley; A Vercnocke
2011-12-31
The site of outflow resistance leading to elevated intraocular pressure in primary open-angle glaucoma is believed to be located in the region of Schlemm's canal inner wall endothelium, its basement membrane and the adjacent juxtacanalicular tissue. Evidence also suggests collector channels and intrascleral vessels may have a role in intraocular pressure in both normal and glaucoma eyes. Traditional imaging modalities limit the ability to view both proximal and distal portions of the trabecular outflow pathway as a single unit. In this study, we examined the effectiveness of three-dimensional micro-computed tomography (3D micro-CT) as a potential method to view the trabecularmore » outflow pathway. Two normal human eyes were used: one immersion fixed in 4% paraformaldehyde and one with anterior chamber perfusion at 10 mmHg followed by perfusion fixation in 4% paraformaldehyde/2% glutaraldehyde. Both eyes were postfixed in 1% osmium tetroxide and scanned with 3D micro-CT at 2 {mu}m or 5 {mu}m voxel resolution. In the immersion fixed eye, 24 collector channels were identified with an average orifice size of 27.5 {+-} 5 {mu}m. In comparison, the perfusion fixed eye had 29 collector channels with a mean orifice size of 40.5 {+-} 13 {mu}m. Collector channels were not evenly dispersed around the circumference of the eye. There was no significant difference in the length of Schlemm's canal in the immersed versus the perfused eye (33.2 versus 35.1 mm). Structures, locations and size measurements identified by 3D micro-CT were confirmed by correlative light microscopy. These findings confirm 3D micro-CT can be used effectively for the non-invasive examination of the trabecular meshwork, Schlemm's canal, collector channels and intrascleral vasculature that comprise the distal outflow pathway. This imaging modality will be useful for non-invasive study of the role of the trabecular outflow pathway as a whole unit.« less
Gutiérrez, Fátima; Pierce, Jennifer; Vergara, Víctor M; Coulter, Robert; Saland, Linda; Caudell, Thomas P; Goldsmith, Timothy E; Alverson, Dale C
2007-01-01
Simulations are being used in education and training to enhance understanding, improve performance, and assess competence. However, it is important to measure the performance of these simulations as learning and training tools. This study examined and compared knowledge acquisition using a knowledge structure design. The subjects were first-year medical students at The University of New Mexico School of Medicine. One group used a fully immersed virtual reality (VR) environment using a head mounted display (HMD) and another group used a partially immersed (computer screen) VR environment. The study aims were to determine whether there were significant differences between the two groups as measured by changes in knowledge structure before and after the VR simulation experience. The results showed that both groups benefited from the VR simulation training as measured by the significant increased similarity to the expert knowledge network after the training experience. However, the immersed group showed a significantly higher gain than the partially immersed group. This study demonstrated a positive effect of VR simulation on learning as reflected by improvements in knowledge structure but an enhanced effect of full-immersion using a HMD vs. a screen-based VR system.
community are writing new chapters. Follow Along Take the Virtual Tour An immersive, 3D tour of our Dining Net Price Calculator Visit Virtual Visit From President Capilouto Right now, you are joining
Comparative study on collaborative interaction in non-immersive and immersive systems
NASA Astrophysics Data System (ADS)
Shahab, Qonita M.; Kwon, Yong-Moo; Ko, Heedong; Mayangsari, Maria N.; Yamasaki, Shoko; Nishino, Hiroaki
2007-09-01
This research studies the Virtual Reality simulation for collaborative interaction so that different people from different places can interact with one object concurrently. Our focus is the real-time handling of inputs from multiple users, where object's behavior is determined by the combination of the multiple inputs. Issues addressed in this research are: 1) The effects of using haptics on a collaborative interaction, 2) The possibilities of collaboration between users from different environments. We conducted user tests on our system in several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments. The case studies are the interaction of users in two cases: collaborative authoring of a 3D model by two users, and collaborative haptic interaction by multiple users. In Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects. In Virtual Stretcher, multiple users can collaborate on moving a stretcher together while feeling each other's haptic motions.
Foreign Language Vocabulary Development through Activities in an Online 3D Environment
ERIC Educational Resources Information Center
Milton, James; Jonsen, Sunniva; Hirst, Steven; Lindenburn, Sharn
2012-01-01
On-line virtual 3D worlds offer the opportunity for users to interact in real time with native speakers of the language they are learning. In principle, this ought to be of great benefit to learners, and mimicking the opportunity for immersion that real-life travel to a foreign country offers. We have very little research to show whether this is…
Covarrubias, Mario; Bordegoni, Monica; Cugini, Umberto
2013-01-01
In this article, we present an approach that uses both two force sensitive handles (FSH) and a flexible capacitive touch sensor (FCTS) to drive a haptic-based immersive system. The immersive system has been developed as part of a multimodal interface for product design. The haptic interface consists of a strip that can be used by product designers to evaluate the quality of a 3D virtual shape by using touch, vision and hearing and, also, to interactively change the shape of the virtual object. Specifically, the user interacts with the FSH to move the virtual object and to appropriately position the haptic interface for retrieving the six degrees of freedom required for both manipulation and modification modalities. The FCTS allows the system to track the movement and position of the user's fingers on the strip, which is used for rendering visual and sound feedback. Two evaluation experiments are described, which involve both the evaluation and the modification of a 3D shape. Results show that the use of the haptic strip for the evaluation of aesthetic shapes is effective and supports product designers in the appreciation of the aesthetic qualities of the shape. PMID:24113680
Covarrubias, Mario; Bordegoni, Monica; Cugini, Umberto
2013-10-09
In this article, we present an approach that uses both two force sensitive handles (FSH) and a flexible capacitive touch sensor (FCTS) to drive a haptic-based immersive system. The immersive system has been developed as part of a multimodal interface for product design. The haptic interface consists of a strip that can be used by product designers to evaluate the quality of a 3D virtual shape by using touch, vision and hearing and, also, to interactively change the shape of the virtual object. Specifically, the user interacts with the FSH to move the virtual object and to appropriately position the haptic interface for retrieving the six degrees of freedom required for both manipulation and modification modalities. The FCTS allows the system to track the movement and position of the user's fingers on the strip, which is used for rendering visual and sound feedback. Two evaluation experiments are described, which involve both the evaluation and the modification of a 3D shape. Results show that the use of the haptic strip for the evaluation of aesthetic shapes is effective and supports product designers in the appreciation of the aesthetic qualities of the shape.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Eric A. Wernert; William R. Sherman; Patrick O'Leary
Immersive visualization makes use of the medium of virtual reality (VR) - it is a subset of virtual reality focused on the application of VR technologies to scientific and information visualization. As the name implies, there is a particular focus on the physically immersive aspect of VR that more fully engages the perceptual and kinesthetic capabilities of the scientist with the goal of producing greater insight. The immersive visualization community is uniquely positioned to address the analysis needs of the wide spectrum of domain scientists who are becoming increasingly overwhelmed by data. The outputs of computational science simulations and high-resolutionmore » sensors are creating a data deluge. Data is coming in faster than it can be analyzed, and there are countless opportunities for discovery that are missed as the data speeds by. By more fully utilizing the scientists visual and other sensory systems, and by offering a more natural user interface with which to interact with computer-generated representations, immersive visualization offers great promise in taming this data torrent. However, increasing the adoption of immersive visualization in scientific research communities can only happen by simultaneously lowering the engagement threshold while raising the measurable benefits of adoption. Scientists time spent immersed with their data will thus be rewarded with higher productivity, deeper insight, and improved creativity. Immersive visualization ties together technologies and methodologies from a variety of related but frequently disjoint areas, including hardware, software and human-computer interaction (HCI) disciplines. In many ways, hardware is a solved problem. There are well established technologies including large walk-in systems such as the CAVE{trademark} and head-based systems such as the Wide-5{trademark}. The advent of new consumer-level technologies now enable an entirely new generation of immersive displays, with smaller footprints and costs, widening the potential consumer base. While one would be hard-pressed to call software a solved problem, we now understand considerably more about best practices for designing and developing sustainable, scalable software systems, and we have useful software examples that illuminate the way to even better implementations. As with any research endeavour, HCI will always be exploring new topics in interface design, but we now have a sizable knowledge base of the strengths and weaknesses of the human perceptual systems and we know how to design effective interfaces for immersive systems. So, in a research landscape with a clear need for better visualization and analysis tools, a methodology in immersive visualization that has been shown to effectively address some of those needs, and vastly improved supporting technologies and knowledge of hardware, software, and HCI, why hasn't immersive visualization 'caught on' more with scientists? What can we do as a community of immersive visualization researchers and practitioners to facilitate greater adoption by scientific communities so as to make the transition from 'the promise of virtual reality' to 'the reality of virtual reality'.« less
Anterior chamber depth studies.
Hoffer, Kenneth J; Savini, Giacomo
2015-09-01
To compare the anterior chamber depth (ACD; corneal epithelium to lens) using 3 modalities and compare the change 1 day and 3 months postoperatively. Private practice, Santa Monica, California, USA. Nonrandomized prospective series. The mean optical pachymetry and immersion ultrasound (US) of the ACD and partial coherence interferometry (PCI) were measured. Optical pachymetry ACD was measured in 675 eyes postoperatively at 1 day and 3 months. The optical pachymetry ACD in 492 eyes was 3.17 mm ± 0.42 (SD); by immersion US, it was 2.99 ± 0.51 mm (0.18 mm deeper; P < .0001). In 178 eyes, the optical pachymetry ACD was 3.23 ± 0.45 mm; the PCI was 3.19 ± 0.48 mm (0.04 mm deeper), which was not statistically different (P > .05). In 675 eyes, optical pachymetry ACD preoperatively was 3.19 ± 0.40 mm. The postoperative 1-day optical pachymetry ACD was 4.35 ± 0.35 mm with a mean refractive error of -0.30 diopter (D); the final 3-month optical pachymetry ACD was 4.47 ± 0.31 mm, with a mean refractive error of -0.07 D (P < .0001). This is a mean intraocular lens (IOL) position shift of +0.12 mm posteriorly; the +0.23 D change represents a ratio of 1.92 D/mm of IOL axial movement. The PCI ACD was comparable with optical pachymetry, but careful immersion US led to a 0.18 mm shorter ACD reading that cannot be corrected by sound velocity. The posterior capsule contracted and moved the IOL posteriorly 0.12 mm, resulting in 0.23 D hyperopic shift. Dr. Hoffer owns the registered trademark name "Hoffer(®)" and receives royalties for its commercial use from Alcon Laboratories, Inc., Appasamy Associates, Carl Zeiss Meditec AG, DGH Technology, Inc., Ellex iScience, Inc., Haag-Streit AG, Nidek Co., Ltd., Tomey Corp., Topcon Medical Systems, Inc., and Ziemer USA, Inc., as well as royalties from Slack, Inc. for the textbook IOL Power. Neither author has a financial or proprietary interest in any material or method mentioned. Copyright © 2015 ASCRS and ESCRS. Published by Elsevier Inc. All rights reserved.
ERIC Educational Resources Information Center
Alberta Teachers Association, Edmonton.
This publication, launched by the French Council of the Alberta Teachers' Association and prepared under the Millennium Partnership Program in Canada, presents a collection of essays written by French language immersion students in the elementary and secondary grades. Essay topics touch on the following themes: remembering, dreaming, celebrating,…
Designing Virtual Museum Using Web3D Technology
NASA Astrophysics Data System (ADS)
Zhao, Jianghai
VRT was born to have the potentiality of constructing an effective learning environment due to its 3I characteristics: Interaction, Immersion and Imagination. It is now applied in education in a more profound way along with the development of VRT. Virtual Museum is one of the applications. The Virtual Museum is based on the WEB3D technology and extensibility is the most important factor. Considering the advantage and disadvantage of each WEB3D technology, VRML, CULT3D AND VIEWPOINT technologies are chosen. A web chatroom based on flash and ASP technology is also been created in order to make the Virtual Museum an interactive learning environment.
Architectural Heritage Visualization Using Interactive Technologies
NASA Astrophysics Data System (ADS)
Albourae, A. T.; Armenakis, C.; Kyan, M.
2017-08-01
With the increased exposure to tourists, historical monuments are at an ever-growing risk of disappearing. Building Information Modelling (BIM) offers a process of digitally documenting of all the features that are made or incorporated into the building over its life-span, thus affords unique opportunities for information preservation. BIM of historical buildings are called Historical Building Information Models (HBIM). This involves documenting a building in detail throughout its history. Geomatics professionals have the potential to play a major role in this area as they are often the first professionals involved on construction development sites for many Architectural, Engineering, and Construction (AEC) projects. In this work, we discuss how to establish an architectural database of a heritage site, digitally reconstruct, preserve and then interact with it through an immersive environment that leverages BIM for exploring historic buildings. The reconstructed heritage site under investigation was constructed in the early 15th century. In our proposed approach, the site selection was based on many factors such as architectural value, size, and accessibility. The 3D model is extracted from the original collected and integrated data (Image-based, range-based, CAD modelling, and land survey methods), after which the elements of the 3D objects are identified by creating a database using the BIM software platform (Autodesk Revit). The use of modern and widely accessible game engine technology (Unity3D) is explored, allowing the user to fully embed and interact with the scene using handheld devices. The details of implementing an integrated pipeline between HBIM, GIS and augmented and virtual reality (AVR) tools and the findings of the work are presented.
Journey to the centre of the cell: Virtual reality immersion into scientific data.
Johnston, Angus P R; Rae, James; Ariotti, Nicholas; Bailey, Benjamin; Lilja, Andrew; Webb, Robyn; Ferguson, Charles; Maher, Sheryl; Davis, Thomas P; Webb, Richard I; McGhee, John; Parton, Robert G
2018-02-01
Visualization of scientific data is crucial not only for scientific discovery but also to communicate science and medicine to both experts and a general audience. Until recently, we have been limited to visualizing the three-dimensional (3D) world of biology in 2 dimensions. Renderings of 3D cells are still traditionally displayed using two-dimensional (2D) media, such as on a computer screen or paper. However, the advent of consumer grade virtual reality (VR) headsets such as Oculus Rift and HTC Vive means it is now possible to visualize and interact with scientific data in a 3D virtual world. In addition, new microscopic methods provide an unprecedented opportunity to obtain new 3D data sets. In this perspective article, we highlight how we have used cutting edge imaging techniques to build a 3D virtual model of a cell from serial block-face scanning electron microscope (SBEM) imaging data. This model allows scientists, students and members of the public to explore and interact with a "real" cell. Early testing of this immersive environment indicates a significant improvement in students' understanding of cellular processes and points to a new future of learning and public engagement. In addition, we speculate that VR can become a new tool for researchers studying cellular architecture and processes by populating VR models with molecular data. © 2017 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
NASA Astrophysics Data System (ADS)
Hellman, Brandon; Bosset, Erica; Ender, Luke; Jafari, Naveed; McCann, Phillip; Nguyen, Chris; Summitt, Chris; Wang, Sunglin; Takashima, Yuzuru
2017-11-01
The ray formalism is critical to understanding light propagation, yet current pedagogy relies on inadequate 2D representations. We present a system in which real light rays are visualized through an optical system by using a collimated laser bundle of light and a fog chamber. Implementation for remote and immersive access is enabled by leveraging a commercially available 3D viewer and gesture-based remote controlling of the tool via bi-directional communication over the Internet.
Fictitious domain method for fully resolved reacting gas-solid flow simulation
NASA Astrophysics Data System (ADS)
Zhang, Longhui; Liu, Kai; You, Changfu
2015-10-01
Fully resolved simulation (FRS) for gas-solid multiphase flow considers solid objects as finite sized regions in flow fields and their behaviours are predicted by solving equations in both fluid and solid regions directly. Fixed mesh numerical methods, such as fictitious domain method, are preferred in solving FRS problems and have been widely researched. However, for reacting gas-solid flows no suitable fictitious domain numerical method has been developed. This work presents a new fictitious domain finite element method for FRS of reacting particulate flows. Low Mach number reacting flow governing equations are solved sequentially on a regular background mesh. Particles are immersed in the mesh and driven by their surface forces and torques integrated on immersed interfaces. Additional treatments on energy and surface reactions are developed. Several numerical test cases validated the method and a burning carbon particles array falling simulation proved the capability for solving moving reacting particle cluster problems.
Enhancing the Gaming Experience Using 3D Spatial User Interface Technologies.
Kulshreshth, Arun; Pfeil, Kevin; LaViola, Joseph J
2017-01-01
Three-dimensional (3D) spatial user interface technologies have the potential to make games more immersive and engaging and thus provide a better user experience. Although technologies such as stereoscopic 3D display, head tracking, and gesture-based control are available for games, it is still unclear how their use affects gameplay and if there are any user performance benefits. The authors have conducted several experiments on these technologies in game environments to understand how they affect gameplay and how we can use them to optimize the gameplay experience.
Design and Implementation of a 3D Multi-User Virtual World for Language Learning
ERIC Educational Resources Information Center
Ibanez, Maria Blanca; Garcia, Jose Jesus; Galan, Sergio; Maroto, David; Morillo, Diego; Kloos, Carlos Delgado
2011-01-01
The best way to learn is by having a good teacher and the best language learning takes place when the learner is immersed in an environment where the language is natively spoken. 3D multi-user virtual worlds have been claimed to be useful for learning, and the field of exploiting them for education is becoming more and more active thanks to the…
KinImmerse: Macromolecular VR for NMR ensembles
Block, Jeremy N; Zielinski, David J; Chen, Vincent B; Davis, Ian W; Vinson, E Claire; Brady, Rachael; Richardson, Jane S; Richardson, David C
2009-01-01
Background In molecular applications, virtual reality (VR) and immersive virtual environments have generally been used and valued for the visual and interactive experience – to enhance intuition and communicate excitement – rather than as part of the actual research process. In contrast, this work develops a software infrastructure for research use and illustrates such use on a specific case. Methods The Syzygy open-source toolkit for VR software was used to write the KinImmerse program, which translates the molecular capabilities of the kinemage graphics format into software for display and manipulation in the DiVE (Duke immersive Virtual Environment) or other VR system. KinImmerse is supported by the flexible display construction and editing features in the KiNG kinemage viewer and it implements new forms of user interaction in the DiVE. Results In addition to molecular visualizations and navigation, KinImmerse provides a set of research tools for manipulation, identification, co-centering of multiple models, free-form 3D annotation, and output of results. The molecular research test case analyzes the local neighborhood around an individual atom within an ensemble of nuclear magnetic resonance (NMR) models, enabling immersive visual comparison of the local conformation with the local NMR experimental data, including target curves for residual dipolar couplings (RDCs). Conclusion The promise of KinImmerse for production-level molecular research in the DiVE is shown by the locally co-centered RDC visualization developed there, which gave new insights now being pursued in wider data analysis. PMID:19222844
Chest sonography detects lung water accumulation in healthy elite apnea divers.
Frassi, Francesca; Pingitore, Alessandro; Cialoni, Danilo; Picano, Eugenio
2008-10-01
Ultrasound lung comets (ULCs) detected by chest sonography are a simple, noninvasive, semiquantitative sign of increased extravascular lung water. Pulmonary edema may occur in elite apnea divers, possibly triggered by centralization of blood flow from the periphery to pulmonary vessels. We assessed the prevalence of ULCs in top-level breath-hold divers after immersion. We evaluated 31 consecutive healthy, top-level, breath-hold divers (10 female, 21 male; age 31 +/- 5 years) participating in a yearly international apnea diving contest in Sharm-el-Sheik, Egypt, November 1 to 3, 2007. We performed chest and cardiac sonography with a transthoracic probe (2.5-3.5 MHz, Esaote Mylab) in all divers, both on the day before and 10 +/- 9 minutes after immersion. In a subset of 4 divers, chest scan was also repeated at 24 hours after immersion. ULCs were evaluated on the anterior and posterior chest at 61 predefined scanning sites. An independent sonographer, blind to both patient identity and status (pre- or post-diving), scored ULCs. Diving depth ranged from 31 to 112 m. Duration of immersion ranged from 120 to 225 seconds. The ULC score was 0.5 +/- 1.5 at baseline and 13 +/- 21 after diving (P = .012). At individual patient analysis, ULCs appeared in 14 athletes (45%) after diving. Of these 14 athletes, 4 were asymptomatic, 6 showed aspecific symptoms with transient loss of motor control ("Samba"), 2 had palpitations with frequent premature ventricular contractions, and 2 had persistent cough with hemoptysis and pulmonary crackles. In a subset of 4 athletes with post-diving ULCs in whom late follow-up study also was available, chest sonography findings fully normalized at 24 hours of follow-up. In top-level breath-hold divers, chest sonography frequently reveals an increased number of ULCs after immersion, indicating a relatively high prevalence of (often subclinical) reversible extravascular lung water accumulation.
Method of calibrating a fluid-level measurement system
NASA Technical Reports Server (NTRS)
Woodard, Stanley E. (Inventor); Taylor, Bryant D. (Inventor)
2010-01-01
A method of calibrating a fluid-level measurement system is provided. A first response of the system is recorded when the system's sensor(s) is (are) not in contact with a fluid of interest. A second response of the system is recorded when the system's sensor(s) is (are) fully immersed in the fluid of interest. Using the first and second responses, a plurality of expected responses of the system's sensor(s) is (are) generated for a corresponding plurality of levels of immersion of the sensor(s) in the fluid of interest.
ERIC Educational Resources Information Center
Manitoba Dept. of Education and Training, Winnipeg. Curriculum Services Branch.
This document is the second of two reports of the findings of the 1991 "Sciences...humaines" Assessment for grades 8 and 10 conducted in Franco-Manitoban schools and in French immersion programs in Manitoba, Canada. The report on the French immersion course is presented in parallel French and English versions, and a separate report, in…
Synchronisation of Cold Induced Vasodilation in the Fingers of Two Immersed Hands
1992-10-14
TNO Institute for Perception TNO Defence Research "D SYL--. j. 1O)rowort IZF 1992 B-l SYNCHRONISATION OF COLD INDUCED H.A.M. Daanen VASODILATION IN...Defence Research KPmN, 3,9Z( TD (.L - ?29 ’- . The Net Fax +313463 5 39 77 Telephone +31 3463 5 62 11 TNO.-rport IZF 1992 B-11 SYNCHRONISATION OF COLD...DISCUSSION 12 5 CONCLUSIONS 15 REFERENCES 16 Report No.: IZF 1992 - I1 Title: Synchronisation of cold induced vasodilation in the fingers (f two immersed
Ames Lab 101: C6: Virtual Engineering
McCorkle, Doug
2018-01-01
Ames Laboratory scientist Doug McCorkle explains the importance of virtual engineering and talks about the C6. The C6 is a three-dimensional, fully-immersive synthetic environment residing in the center atrium of Iowa State University's Howe Hall.
ERIC Educational Resources Information Center
Alberta Learning, Edmonton. Direction de l'education francaise.
This teacher's guide is intended for the instruction of both French as a first language and French as a second language in immersion programs. It provides a host of strategies for teaching listening skills in the classroom in Grades 1 through 7. The first section is designed to bring the teacher's awareness to the training procedure. It discusses…
ERIC Educational Resources Information Center
Alberta Learning, Edmonton. Direction de l'education francaise.
This teacher's guide is intended for the instruction of both French as a first language and French as a second language in an immersion setting. It provides a host of strategies for teaching listening skills in the classroom in Grades 6 through 12. The first section is designed to bring the teacher's awareness to the training procedure. It…
ERIC Educational Resources Information Center
Alberta Learning, Edmonton. Direction de l'education francaise.
This teacher's guide, intended for the instruction of both French as a first language and French as a second language in an immersion setting, provides a host of strategies for teaching writing skills in the classroom (Grades 6 through 12). Section 1 is designed to bring the teacher's awareness to the training procedure, discussing the motivation…
ERIC Educational Resources Information Center
Alberta Learning, Edmonton. Direction de l'education francaise.
This teacher's guide, written in French, intended for the instruction of both French as a first language and French as a second language (immersion), provides a host of strategies for teaching writing skills in the classroom (grades 1 through 7). Section 1 is designed to bring the teacher's awareness to the training procedure, discussing the…
NASA Astrophysics Data System (ADS)
Miao, Sha; Hendrickson, Kelli; Liu, Yuming
2017-12-01
This work presents a Fully-Coupled Immersed Flow (FCIF) solver for the three-dimensional simulation of fluid-fluid interaction by coupling two distinct flow solvers using an Immersed Boundary (IB) method. The FCIF solver captures dynamic interactions between two fluids with disparate flow properties, while retaining the desirable simplicity of non-boundary-conforming grids. For illustration, we couple an IB-based unsteady Reynolds Averaged Navier Stokes (uRANS) simulator with a depth-integrated (long-wave) solver for the application of slug development with turbulent gas and laminar liquid. We perform a series of validations including turbulent/laminar flows over prescribed wavy boundaries and freely-evolving viscous fluids. These confirm the effectiveness and accuracy of both one-way and two-way coupling in the FCIF solver. Finally, we present a simulation example of the evolution from a stratified turbulent/laminar flow through the initiation of a slug that nearly bridges the channel. The results show both the interfacial wave dynamics excited by the turbulent gas forcing and the influence of the liquid on the gas turbulence. These results demonstrate that the FCIF solver effectively captures the essential physics of gas-liquid interaction and can serve as a useful tool for the mechanistic study of slug generation in two-phase gas/liquid flows in channels and pipes.
Evaluation of the Texas Technology Immersion Pilot: First-Year Results
ERIC Educational Resources Information Center
Shapley, Kelly; Sheehan, Daniel; Sturges, Keith; Caranikas-Walker, Fanny; Huntsberger, Briana; Maloney, Catherine
2006-01-01
The Technology Immersion Pilot (TIP) sets forth a vision for technology immersion in Texas public schools. The Texas Education Agency (TEA) directed nearly $14 million in federal Title II, Part D monies toward funding a wireless learning environment for high-need middle schools through a competitive grant process. A concurrent research project…
Matveev, V M; Dzaraev, Ch R; Persin, L S
2007-01-01
60 children with different types occlusion--normal, distal, mesial and transverse between the ages 7-15 years were selected. Using unique computer software programme and 3D digitizer MicroScribe-G2 (Company Immersion, USA) on the articulator with mounted casts, persuaded measuring the scores in different movements of mandible habitual occlusion, maximum forward movement and maximum lateral movements. Scores were calculated and results interpreted.
Meta!Blast computer game: a pipeline from science to 3D art to education
NASA Astrophysics Data System (ADS)
Schneller, William; Campbell, P. J.; Bassham, Diane; Wurtele, Eve Syrkin
2012-03-01
Meta!Blast (http://www.metablast.org) is designed to address the challenges students often encounter in understanding cell and metabolic biology. Developed by faculty and students in biology, biochemistry, computer science, game design, pedagogy, art and story, Meta!Blast is being created using Maya (http://usa.autodesk.com/maya/) and the Unity 3D (http://unity3d.com/) game engine, for Macs and PCs in classrooms; it has also been exhibited in an immersive environment. Here, we describe the pipeline from protein structural data and holographic information to art to the threedimensional (3D) environment to the game engine, by which we provide a publicly-available interactive 3D cellular world that mimics a photosynthetic plant cell.
Three-dimensional polarization algebra for all polarization sensitive optical systems.
Li, Yahong; Fu, Yuegang; Liu, Zhiying; Zhou, Jianhong; Bryanston-Cross, P J; Li, Yan; He, Wenjun
2018-05-28
Using three-dimensional (3D) coherency vector (9 × 1), we develop a new 3D polarization algebra to calculate the polarization properties of all polarization sensitive optical systems, especially when the incident optical field is partially polarized or un-polarized. The polarization properties of a high numerical aperture (NA) microscope objective (NA = 1.25 immersed in oil) are analyzed based on the proposed 3D polarization algebra. Correspondingly, the polarization simulation of this high NA optical system is performed by the commercial software VirtualLAB Fusion. By comparing the theoretical calculations with polarization simulations, a perfect matching relation is obtained, which demonstrates that this 3D polarization algebra is valid to quantify the 3D polarization properties for all polarization sensitive optical systems.
Guyot, Yann; Smeets, Bart; Odenthal, Tim; Subramani, Ramesh; Luyten, Frank P; Ramon, Herman; Papantoniou, Ioannis; Geris, Liesbet
2016-09-01
Perfusion bioreactors regulate flow conditions in order to provide cells with oxygen, nutrients and flow-associated mechanical stimuli. Locally, these flow conditions can vary depending on the scaffold geometry, cellular confluency and amount of extra cellular matrix deposition. In this study, a novel application of the immersed boundary method was introduced in order to represent a detailed deformable cell attached to a 3D scaffold inside a perfusion bioreactor and exposed to microscopic flow. The immersed boundary model permits the prediction of mechanical effects of the local flow conditions on the cell. Incorporating stiffness values measured with atomic force microscopy and micro-flow boundary conditions obtained from computational fluid dynamics simulations on the entire scaffold, we compared cell deformation, cortical tension, normal and shear pressure between different cell shapes and locations. We observed a large effect of the precise cell location on the local shear stress and we predicted flow-induced cortical tensions in the order of 5 pN/μm, at the lower end of the range reported in literature. The proposed method provides an interesting tool to study perfusion bioreactors processes down to the level of the individual cell's micro-environment, which can further aid in the achievement of robust bioprocess control for regenerative medicine applications.
Evaluating an immersive virtual environment prototyping and simulation system
NASA Astrophysics Data System (ADS)
Nemire, Kenneth
1997-05-01
An immersive virtual environment (IVE) modeling and simulation tool is being developed for designing advanced weapon and training systems. One unique feature of the tool is that the design, and not just visualization of the design is accomplished with the IVE tool. Acceptance of IVE tools requires comparisons with current commercial applications. In this pilot study, expert users of a popular desktop 3D graphics application performed identical modeling and simulation tasks using both the desktop and IVE applications. The IVE tool consisted of a head-mounted display, 3D spatialized sound, spatial trackers on head and hands, instrumented gloves, and a simulated speech recognition system. The results are preliminary because performance from only four users has been examined. When using the IVE system, users completed the tasks to criteria in less time than when using the desktop application. Subjective ratings of the visual displays in each system were similar. Ratings for the desktop controls were higher than for the IVE controls. Ratings of immersion and user enjoyment were higher for the IVE than for the desktop application. These results are particular remarkable because participants had used the desktop application regularly for three to five years and the prototype IVE tool for only three to six hours.
Lohitha, K; Prakash, M; Gopinadh, A; Sai Sankar, A J; Sandeep, C H; Sreedevi, B
2016-01-01
Regular usage of denture cleansers is recommended in complete denture wearers for effective plaque control, and these cleansers alter the physical properties of acrylic resin over a period of time. Thus, an in vitro study was carried out to assess the effect of denture cleansers on the color stability of heat-cure denture base resin. The aim of the present study was to evaluate the effect of commercially available fast-acting denture cleansers on the color stability of heat-cure denture base resin at different time intervals. Thirty-six heat-cure acrylic resin (Ivoclar Triplex Hot-V) specimens are randomly allocated into four groups - Group A (distilled water as control); Group B (polident - 3 min); Group C (fixodent scope plus); and Group D (stain away plus) comprising of nine samples each. After recording the baseline values, the specimens were immersed in their respective cleansing solutions for a prescribed time interval. This procedure was repeated daily, and the color change (ΔE) was evaluated after 90 and 180 days interval using a colorimeter in a standard "Commission International de l'Eclairage" color system. Paired t -test and Dunnett's T3 test. All the groups exhibited a variable color change (ΔE) for an immersion period of 90 days. However, significant color differences ( P = 0.001) were noticed among the test groups after 180 days. The color change of denture base resin was greater for Group D followed by Groups B, C, and A respectively after 180 days of immersion. The ΔE values of all test groups increased with time.
Virtual Reality Cerebral Aneurysm Clipping Simulation With Real-time Haptic Feedback
Alaraj, Ali; Luciano, Cristian J.; Bailey, Daniel P.; Elsenousi, Abdussalam; Roitberg, Ben Z.; Bernardo, Antonio; Banerjee, P. Pat; Charbel, Fady T.
2014-01-01
Background With the decrease in the number of cerebral aneurysms treated surgically and the increase of complexity of those treated surgically, there is a need for simulation-based tools to teach future neurosurgeons the operative techniques of aneurysm clipping. Objective To develop and evaluate the usefulness of a new haptic-based virtual reality (VR) simulator in the training of neurosurgical residents. Methods A real-time sensory haptic feedback virtual reality aneurysm clipping simulator was developed using the Immersive Touch platform. A prototype middle cerebral artery aneurysm simulation was created from a computed tomography angiogram. Aneurysm and vessel volume deformation and haptic feedback are provided in a 3-D immersive VR environment. Intraoperative aneurysm rupture was also simulated. Seventeen neurosurgery residents from three residency programs tested the simulator and provided feedback on its usefulness and resemblance to real aneurysm clipping surgery. Results Residents felt that the simulation would be useful in preparing for real-life surgery. About two thirds of the residents felt that the 3-D immersive anatomical details provided a very close resemblance to real operative anatomy and accurate guidance for deciding surgical approaches. They believed the simulation is useful for preoperative surgical rehearsal and neurosurgical training. One third of the residents felt that the technology in its current form provided very realistic haptic feedback for aneurysm surgery. Conclusion Neurosurgical residents felt that the novel immersive VR simulator is helpful in their training especially since they do not get a chance to perform aneurysm clippings until very late in their residency programs. PMID:25599200
Truck driver fatigue assessment using a virtual reality system.
DOT National Transportation Integrated Search
2016-10-17
In this study, a fully immersive Virtual Reality (VR) based driving simulator was developed to serve : as a proof-of-concept that VR can be utilized to assess the level of fatigue (or drowsiness) truck : drivers typically experience during real...
Large-eddy simulation of sand dune morphodynamics
NASA Astrophysics Data System (ADS)
Khosronejad, Ali; Sotiropoulos, Fotis; St. Anthony Falls Laboratory, University of Minnesota Team
2015-11-01
Sand dunes are natural features that form under complex interaction between turbulent flow and bed morphodynamics. We employ a fully-coupled 3D numerical model (Khosronejad and Sotiropoulos, 2014, Journal of Fluid Mechanics, 753:150-216) to perform high-resolution large-eddy simulations of turbulence and bed morphodynamics in a laboratory scale mobile-bed channel to investigate initiation, evolution and quasi-equilibrium of sand dunes (Venditti and Church, 2005, J. Geophysical Research, 110:F01009). We employ a curvilinear immersed boundary method along with convection-diffusion and bed-morphodynamics modules to simulate the suspended sediment and the bed-load transports respectively. The coupled simulation were carried out on a grid with more than 100 million grid nodes and simulated about 3 hours of physical time of dune evolution. The simulations provide the first complete description of sand dune formation and long-term evolution. The geometric characteristics of the simulated dunes are shown to be in excellent agreement with observed data obtained across a broad range of scales. This work was supported by NSF Grants EAR-0120914 (as part of the National Center for Earth-Surface Dynamics). Computational resources were provided by the University of Minnesota Supercomputing Institute.
Everson, Naleya; Levett-Jones, Tracy; Lapkin, Samuel; Pitt, Victoria; van der Riet, Pamela; Rossiter, Rachel; Jones, Donovan; Gilligan, Conor; Courtney-Pratt, Helen
2015-10-01
To determine the effect of immersive 3D cultural simulation on nursing students' empathy towards culturally and linguistically diverse patients. Accelerated globalisation has seen a significant increase in cultural diversity in most regions of the world over the past forty years. Clinical encounters that do not acknowledge cultural factors contribute to adverse patient outcomes and health care inequities for culturally and linguistically diverse people. Cultural empathy is an antecedent to cultural competence. Thus, appropriate educational strategies are needed to enhance nursing students' cultural empathy and the capacity to deliver culturally competent care. A one-group pretest, post-test design was used for this study. The simulation exposed students to an unfolding scene in a hospital ward of a developing county. A convenience sample of second-year undergraduate nursing students (n = 460) from a semi-metropolitan university in Australia were recruited for the study. Characteristics of the sample were summarised using descriptive statistics. T-tests were performed to analyse the differences between pre- and post simulation empathy scores using an eight item modified version of the Kiersma-Chen Empathy Scale. Students' empathy towards culturally and linguistically diverse patients significantly improved after exposure to the 3D simulation experience. The mean scores for the Perspective Taking and Valuing Affective Empathy subscales also increased significantly postsimulation. The immersive 3D simulation had a positive impact on nursing students' empathy levels in regards to culturally and linguistically diverse groups. Research with other cohorts and in other contexts is required to further explore the impact of this educational approach. Immersive cultural simulation experiences offer opportunities to enhance the cultural empathy of nursing students. This may in turn have a positive impact on their cultural competence and consequently the quality of care they provide to culturally and linguistically diverse patients. © 2015 John Wiley & Sons Ltd.
DOT National Transportation Integrated Search
2015-02-01
Utilizing enhanced visualization in transportation planning and design gained popularity in the last decade. This work aimed at : demonstrating the concept of utilizing a highly immersive, virtual reality simulation engine for creating dynamic, inter...
ERIC Educational Resources Information Center
Panettieri, Joseph C.
2007-01-01
Across the globe, progressive universities are embracing any number of MUVEs (multi-user virtual environments), 3D environments, and "immersive" virtual reality tools. And within the next few months, several universities are expected to test so-called "telepresence" videoconferencing systems from Cisco Systems and other leading…
Antimicrobial 3D Porous Scaffolds Prepared by Additive Manufacturing and Breath Figures.
Vargas-Alfredo, Nelson; Dorronsoro, Ane; Cortajarena, Aitziber L; Rodríguez-Hernández, Juan
2017-10-25
We describe herein a novel strategy for the fabrication of efficient 3D printed antibacterial scaffolds. For this purpose, both the surface topography as well as the chemical composition of 3D scaffolds fabricated by additive manufacturing were modified. The scaffolds were fabricated by fused deposition modeling (FDM) using high-impact polystyrene (HIPS) filaments. The surface of the objects was then topographically modified providing materials with porous surfaces by means of the Breath Figures approach. The strategy involves the immersion of the scaffold in a polymer solution during a precise period of time. This approach permitted the modification of the pore size varying the immersion time as well as the solution concentration. Moreover, by using polymer blend solutions of polystyrene and polystyrene-b-poly(acrylic acid) (PS 23 -b-PAA 18 ) and a quaternized polystyrene-b-poly(dimethylaminoethyl methacrylate) (PS 42 -b-PDMAEMAQ 17 ), the scaffolds were simultaneously chemically modified. The surfaces were characterized by scanning electron microscopy and infrared spectroscopy. Finally, the biological response toward bacteria was explored. Porous surfaces prepared using quaternized PDMAEMA as well as those prepared using PAA confer antimicrobial activity to the films, i.e., were able to kill on contact Staphylococcus aureus employed as model bacteria.
Real-time interactive virtual tour on the World Wide Web (WWW)
NASA Astrophysics Data System (ADS)
Yoon, Sanghyuk; Chen, Hai-jung; Hsu, Tom; Yoon, Ilmi
2003-12-01
Web-based Virtual Tour has become a desirable and demanded application, yet challenging due to the nature of web application's running environment such as limited bandwidth and no guarantee of high computation power on the client side. Image-based rendering approach has attractive advantages over traditional 3D rendering approach in such Web Applications. Traditional approach, such as VRML, requires labor-intensive 3D modeling process, high bandwidth and computation power especially for photo-realistic virtual scenes. QuickTime VR and IPIX as examples of image-based approach, use panoramic photos and the virtual scenes that can be generated from photos directly skipping the modeling process. But, these image-based approaches may require special cameras or effort to take panoramic views and provide only one fixed-point look-around and zooming in-out rather than 'walk around', that is a very important feature to provide immersive experience to virtual tourists. The Web-based Virtual Tour using Tour into the Picture employs pseudo 3D geometry with image-based rendering approach to provide viewers with immersive experience of walking around the virtual space with several snap shots of conventional photos.
Low cost heads-up virtual reality (HUVR) with optical tracking and haptic feedback
NASA Astrophysics Data System (ADS)
Margolis, Todd; DeFanti, Thomas A.; Dawe, Greg; Prudhomme, Andrew; Schulze, Jurgen P.; Cutchin, Steve
2011-03-01
Researchers at the University of California, San Diego, have created a new, relatively low-cost augmented reality system that enables users to touch the virtual environment they are immersed in. The Heads-Up Virtual Reality device (HUVR) couples a consumer 3D HD flat screen TV with a half-silvered mirror to project any graphic image onto the user's hands and into the space surrounding them. With his or her head position optically tracked to generate the correct perspective view, the user maneuvers a force-feedback (haptic) device to interact with the 3D image, literally 'touching' the object's angles and contours as if it was a tangible physical object. HUVR can be used for training and education in structural and mechanical engineering, archaeology and medicine as well as other tasks that require hand-eye coordination. One of the most unique characteristics of HUVR is that a user can place their hands inside of the virtual environment without occluding the 3D image. Built using open-source software and consumer level hardware, HUVR offers users a tactile experience in an immersive environment that is functional, affordable and scalable.
RUBE: an XML-based architecture for 3D process modeling and model fusion
NASA Astrophysics Data System (ADS)
Fishwick, Paul A.
2002-07-01
Information fusion is a critical problem for science and engineering. There is a need to fuse information content specified as either data or model. We frame our work in terms of fusing dynamic and geometric models, to create an immersive environment where these models can be juxtaposed in 3D, within the same interface. The method by which this is accomplished fits well into other eXtensible Markup Language (XML) approaches to fusion in general. The task of modeling lies at the heart of the human-computer interface, joining the human to the system under study through a variety of sensory modalities. I overview modeling as a key concern for the Defense Department and the Air Force, and then follow with a discussion of past, current, and future work. Past work began with a package with C and has progressed, in current work, to an implementation in XML. Our current work is defined within the RUBE architecture, which is detailed in subsequent papers devoted to key components. We have built RUBE as a next generation modeling framework using our prior software, with research opportunities in immersive 3D and tangible user interfaces.
Evaluation of the Texas Technology Immersion Pilot: Findings from the Second Year
ERIC Educational Resources Information Center
Shapley, Kelly; Sheehan, Daniel; Maloney, Catherine; Caranikas-Walker, Fanny; Huntsberger, Briana; Sturges, Keith
2007-01-01
The Technology Immersion Pilot (TIP) sets forth a vision for technology immersion in Texas public schools. The Texas Education Agency (TEA) originally directed more than $14.5 million in federal Title II, Part D monies toward funding a wireless learning environment for high-need middle schools through a competitive grant process. A concurrent…
Effect of cold-water immersion on skeletal muscle contractile properties in soccer players.
García-Manso, Juan Manuel; Rodríguez-Matoso, Darío; Rodríguez-Ruiz, David; Sarmiento, Samuel; de Saa, Yves; Calderón, Javier
2011-05-01
This study was designed to analyze changes in muscle response after cold-water immersion. The vastus lateralis of the dominant leg was analyzed in 12 professional soccer players from the Spanish 2nd Division B using tensiomyography, before and after four cold-water immersions at 4°C lasting 4 mins each. Core temperature, skin temperature, and heart rate were monitored. A significant interaction (P ≤ 0.05) was found in muscle deformation between control conditions (5.12 ± 2.27 mm) and (1) immersion 3 (3.64 ± 2.27 mm) and (2) immersion 4 (3.38 ± 1.34 mm). A steady decrease was also observed in response velocity (immersion 1, -7.3%; immersion 2, -25.9%; immersion 3, -30.0%; immersion 4, -36.6%) and contraction velocity (immersion 1, -11.5%; immersion 2, -22.1%; immersion 3, -35.0%; immersion 4, -41.9%), with statistically significant differences (P ≤ 0.05) in relation to the reference values commencing with the third immersion. No significant differences were found between control conditions in subsequent exposures to cold water for the values of response time and contraction time. Sustained time and reaction time showed an increase during repeated exposures and with longer exposure time, although the increase was not statistically significant. This study shows that repeated cold-water immersions (4 × 4 mins at 4°C) cause considerable alterations to muscle behavior. These alterations significantly affect the state of muscles and their response capacity, particularly in relation to muscle stiffness and muscle contraction velocity.
LES of an Advancing Helicopter Rotor, and Near to Far Wake Assessment
NASA Astrophysics Data System (ADS)
Caprace, Denis-Gabriel; Duponcheel, Matthieu; Chatelain, Philippe; Winckelmans, Grégoire
2017-11-01
Helicopter wake physics involve complex, unsteady vortical flows which have been only scarcely addressed in past studies. The present work focuses on LES of the wake flow behind an advancing rotor, to support the investigation of rotorcraft wake physics and decay mechanisms. A hybrid Vortex Particle-Mesh (VPM) method is employed to simulate the wake of an articulated four-bladed rotor in trimmed conditions, at an advance ratio of 0.41. The simulation domain extends to 30 rotor diameters downstream. The coarse scale aerodynamics of the blades are accounted for through enhanced immersed lifting lines. The vorticity generation mechanisms, the roll-up of the near wake and the resulting established far wake are described (i) qualitatively in terms of vortex dynamics using rotor polar plots and 3D visualizations; (ii) quantitatively using classical integral diagnostics. The power spectra measured by velocity probes in the wake are also presented. The analysis shows that the wake reaches a fully turbulent equilibrium state at a distance of about 30 diameters downstream. This work is supported by the Belgian french community F.R.S.-FNRS.
Wind Tunnel Data Fusion and Immersive Visualization: A Case Study
NASA Technical Reports Server (NTRS)
Severance, Kurt; Brewster, Paul; Lazos, Barry; Keefe, Daniel
2001-01-01
This case study describes the process of fusing the data from several wind tunnel experiments into a single coherent visualization. Each experiment was conducted independently and was designed to explore different flow features around airplane landing gear. In the past, it would have been very difficult to correlate results from the different experiments. However, with a single 3-D visualization representing the fusion of the three experiments, significant insight into the composite flowfield was observed that would have been extremely difficult to obtain by studying its component parts. The results are even more compelling when viewed in an immersive environment.
Efficacy of whitening oral rinses and dentifrices on color stability of bleached teeth
Karadas, Muhammet
2015-01-01
Abstract Objective: This study aimed to evaluate the effect of whitening toothpastes and mouthrinses on the color stability of teeth bleached with 16% carbamide peroxide (CP) after immersion in coffee solution. Materials and methods: Specimens obtained from bovine incisors were bleached with 16% CP for 14 days. After bleaching, the specimens were stained in coffee solution for 24 h and randomly divided into eight groups according to the following products (n = 10): distilled water (control group, DW), Scope White mouthrinse (SW), Crest 3D White mouthrinse (CWR), Crest 3D White toothpaste (CWT), Crest 3D White toothpaste and Crest 3D White mouthrinse (CWT + CWR), Listerine Whitening toothpaste (LWT), Listerine Whitening mouthrinse (LWR), and Listerine Whitening mouthrinse and Listerine Whitening toothpaste (LWR + LWT). Color measurements were conducted using a spectrophotometer. The data were assessed by analysis of variance for repeated measures and Tukey’s multiple comparison test (p < 0.05). Results: Immersion in coffee solution after bleaching caused perceptible staining on tooth specimens (ΔE > 3.46). The whitening effect of CWR on teeth stained after bleaching was significantly greater than that in the other groups (p < 0.001). Tooth whitening (ΔE) in each group showed no significant difference from 6 to 12 weeks (p > 0.05). The combination of mouthrinse and toothpaste did not increase the degree of tooth whitening. Conclusion: Whitening mouthrinse and toothpaste had similar effects on the control group in terms of whitening of teeth stained after bleaching. Nevertheless, Crest 3D White mouthrinse produced the greatest recovery whitening effect among all the products tested. PMID:28642898
NASA Astrophysics Data System (ADS)
Hermann, A. J.; Moore, C.; Soreide, N. N.
2002-12-01
Ocean circulation is irrefutably three dimensional, and powerful new measurement technologies and numerical models promise to expand our three-dimensional knowledge of the dynamics further each year. Yet, most ocean data and model output is still viewed using two-dimensional maps. Immersive visualization techniques allow the investigator to view their data as a three dimensional world of surfaces and vectors which evolves through time. The experience is not unlike holding a part of the ocean basin in one's hand, turning and examining it from different angles. While immersive, three dimensional visualization has been possible for at least a decade, the technology was until recently inaccessible (both physically and financially) for most researchers. It is not yet fully appreciated by practicing oceanographers how new, inexpensive computing hardware and software (e.g. graphics cards and controllers designed for the huge PC gaming market) can be employed for immersive, three dimensional, color visualization of their increasingly huge datasets and model output. In fact, the latest developments allow immersive visualization through web servers, giving scientists the ability to "fly through" three-dimensional data stored half a world away. Here we explore what additional insight is gained through immersive visualization, describe how scientists of very modest means can easily avail themselves of the latest technology, and demonstrate its implementation on a web server for Pacific Ocean model output.
Progress in video immersion using Panospheric imaging
NASA Astrophysics Data System (ADS)
Bogner, Stephen L.; Southwell, David T.; Penzes, Steven G.; Brosinsky, Chris A.; Anderson, Ron; Hanna, Doug M.
1998-09-01
Having demonstrated significant technical and marketplace advantages over other modalities for video immersion, PanosphericTM Imaging (PI) continues to evolve rapidly. This paper reports on progress achieved since AeroSense 97. The first practical field deployment of the technology occurred in June-August 1997 during the NASA-CMU 'Atacama Desert Trek' activity, where the Nomad mobile robot was teleoperated via immersive PanosphericTM imagery from a distance of several thousand kilometers. Research using teleoperated vehicles at DRES has also verified the exceptional utility of the PI technology for achieving high levels of situational awareness, operator confidence, and mission effectiveness. Important performance enhancements have been achieved with the completion of the 4th Generation PI DSP-based array processor system. The system is now able to provide dynamic full video-rate generation of spatial and computational transformations, resulting in a programmable and fully interactive immersive video telepresence. A new multi- CCD camera architecture has been created to exploit the bandwidth of this processor, yielding a well-matched PI system with greatly improved resolution. While the initial commercial application for this technology is expected to be video tele- conferencing, it also appears to have excellent potential for application in the 'Immersive Cockpit' concept. Additional progress is reported in the areas of Long Wave Infrared PI Imaging, Stereo PI concepts, PI based Video-Servoing concepts, PI based Video Navigation concepts, and Foveation concepts (to merge localized high-resolution views with immersive views).
Li, Bo; Li, Hao; Dong, Li; Huang, Guofu
2017-11-01
In this study, we sought to investigate the feasibility of fast carotid artery MR angiography (MRA) by combining three-dimensional time-of-flight (3D TOF) with compressed sensing method (CS-3D TOF). A pseudo-sequential phase encoding order was developed for CS-3D TOF to generate hyper-intense vessel and suppress background tissues in under-sampled 3D k-space. Seven healthy volunteers and one patient with carotid artery stenosis were recruited for this study. Five sequential CS-3D TOF scans were implemented at 1, 2, 3, 4 and 5-fold acceleration factors for carotid artery MRA. Blood signal-to-tissue ratio (BTR) values for fully-sampled and under-sampled acquisitions were calculated and compared in seven subjects. Blood area (BA) was measured and compared between fully sampled acquisition and each under-sampled one. There were no significant differences between the fully-sampled dataset and each under-sampled in BTR comparisons (P>0.05 for all comparisons). The carotid vessel BAs measured from the images of CS-3D TOF sequences with 2, 3, 4 and 5-fold acceleration scans were all highly correlated with that of the fully-sampled acquisition. The contrast between blood vessels and background tissues of the images at 2 to 5-fold acceleration is comparable to that of fully sampled images. The images at 2× to 5× exhibit the comparable lumen definition to the corresponding images at 1×. By combining the pseudo-sequential phase encoding order, CS reconstruction, and 3D TOF sequence, this technique provides excellent visualizations for carotid vessel and calcifications in a short scan time. It has the potential to be integrated into current multiple blood contrast imaging protocol. Copyright © 2017. Published by Elsevier Inc.
Masculinization of nile tilapia (Oreochromis niloticus) using extract of bull testes
NASA Astrophysics Data System (ADS)
Yustiati, A.; Bangkit, I.; Zidni, I.
2018-03-01
Tilapia males grow faster to increase the production of the fish, there is a necessity to produce all males by using extract of bull testes. The research method used in this study was the experimental Completely Randomized Design (CRD) with five treatments and three replications. The treatments were A: without immersion and without oral treatment (control); B; immersion 600 μg·L-1 without oral treatment; C: immersion 600 μg·L-1 and oral at a dose of 30 mg·kg-1 feeds, D: immersion 600 μg·L-1 and oral at a dose of 40 mg·kg-1 feeds, E: immersion 600 μg·L-1 and oral at a dose of 50 mg·kg-1 feeds. Results showed that the use of bull testicle extract mixed to media at concentration of 3 ml L-1 produced red male nile of 69.07 %. In addition, the immersion of the extract at 500 μg·L-1 resulted the male of 86.71 %. Sex reversal by dipping at 600 μg·L-1 17α-methyltestosterone combined with oral administration at 40 mg·kg-1 produced the highest male of Nile Tilapia Java carp (86.67 %) compared with dipping, which produced 65.56 % of male. These results suggested that combination of dipping and oral is more effective for sex reversal.
Nemeth, Gabor; Nagy, Attila; Berta, Andras; Modis, Laszlo
2012-09-01
Comparison of postoperative refraction results using ultrasound biometry with closed immersion shell and optical biometry. Three hundred and sixty-four eyes of 306 patients (age: 70.6 ± 12.8 years) underwent cataract surgery where intraocular lenses calculated by SRK/T formula were implanted. In 159 cases immersion ultrasonic biometry, in 205 eyes optical biometry was used. Differences between predicted and actual postoperative refractions were calculated both prior to and after optimization with the SRK/T formula, after which we analysed the similar data in the case of Holladay, Haigis, and Hoffer-Q formulas. Mean absolute error (MAE) and the percentage rate of patients within ±0.5 and ±1.0 D difference in the predicted error were calculated with these four formulas. MAE was 0.5-0.7 D in cases of both methods with SRK/T, Holladay, and Hoffer-Q formula, but higher with Haigis formula. With no optimization, 60-65 % of the patients were under 0.5 D error in the immersion group (except for Haigis formula). Using the optical method, this value was slightly higher (62-67 %), however, in this case, Haigis formula also did not perform so well (45 %). Refraction results significantly improved with Holladay, Hoffer-Q, and Haigis formulas in both groups. The rate of patients under 0.5 D error increased to 65 % by the immersion technique, and up to 80 % by the optical one. According to our results, optical biometry offers only slightly better outcomes compared to those of immersion shell with no optimized formulas. However, in case of new generation formulas with both methods, the optimization of IOL-constants give significantly better results.
The physiological response to cold-water immersion following a mixed martial arts training session.
Lindsay, Angus; Carr, Sam; Cross, Sean; Petersen, Carl; Lewis, John G; Gieseg, Steven P
2017-05-01
Combative sport is one of the most physically intense forms of exercise, yet the effect of recovery interventions has been largely unexplored. We investigated the effect of cold-water immersion on structural, inflammatory, and physiological stress biomarkers following a mixed martial arts (MMA) contest preparation training session in comparison with passive recovery. Semiprofessional MMA competitors (n = 15) were randomly assigned to a cold-water immersion (15 min at 10 °C) or passive recovery protocol (ambient air) completed immediately following a contest preparation training session. Markers of muscle damage (urinary myoglobin), inflammation/oxidative stress (urinary neopterin + total neopterin (neopterin + 7,8-dihydroneopterin)), and hypothalamic-pituitary axis (HPA) activation (saliva cortisol) were determined before, immediately after, and 1, 2, and 24 h postsession. Ratings of perceived soreness and fatigue, counter movement jump, and gastrointestinal temperature were also measured. Concentrations of all biomarkers increased significantly (p < 0.05) postsession. Cold water immersion attenuated increases in urinary neopterin (p < 0.05, d = 0.58), total neopterin (p < 0.05, d = 0.89), and saliva cortisol after 2 h (p < 0.05, d = 0.68) and urinary neopterin again at 24 h (p < 0.01, d = 0.57) in comparison with passive recovery. Perceived soreness, fatigue, and gastrointestinal temperatures were also lower for the cold-water immersion group at several time points postsession whilst counter movement jump did not differ. Combative sport athletes who are subjected to impact-induced stress may benefit from immediate cold-water immersion as a simple recovery intervention that reduces delayed onset muscle soreness as well as macrophage and HPA activation whilst not impairing functional performance.
3D Immersive Visualization: An Educational Tool in Geosciences
NASA Astrophysics Data System (ADS)
Pérez-Campos, N.; Cárdenas-Soto, M.; Juárez-Casas, M.; Castrejón-Pineda, R.
2007-05-01
3D immersive visualization is an innovative tool currently used in various disciplines, such as medicine, architecture, engineering, video games, etc. Recently, the Universidad Nacional Autónoma de México (UNAM) mounted a visualization theater (Ixtli) with leading edge technology, for academic and research purposes that require immersive 3D tools for a better understanding of the concepts involved. The Division of Engineering in Earth Sciences of the School of Engineering, UNAM, is running a project focused on visualization of geoscience data. Its objective is to incoporate educational material in geoscience courses in order to support and to improve the teaching-learning process, especially in well-known difficult topics for students. As part of the project, proffessors and students are trained in visualization techniques, then their data are adapted and visualized in Ixtli as part of a class or a seminar, where all the attendants can interact, not only among each other but also with the object under study. As part of our results, we present specific examples used in basic geophysics courses, such as interpreted seismic cubes, seismic-wave propagation models, and structural models from bathymetric, gravimetric and seismological data; as well as examples from ongoing applied projects, such as a modeled SH upward wave, the occurrence of an earthquake cluster in 1999 in the Popocatepetl volcano, and a risk atlas from Delegación Alvaro Obregón in Mexico City. All these examples, plus those to come, constitute a library for students and professors willing to explore another dimension of the teaching-learning process. Furthermore, this experience can be enhaced by rich discussions and interactions by videoconferences with other universities and researchers.
NASA Astrophysics Data System (ADS)
Larios, Adam; Pei, Yuan
2017-07-01
We prove a Prodi-Serrin-type global regularity condition for the three-dimensional Magnetohydrodynamic-Boussinesq system (3D MHD-Boussinesq) without thermal diffusion, in terms of only two velocity and two magnetic components. To the best of our knowledge, this is the first Prodi-Serrin-type criterion for such a 3D hydrodynamic system which is not fully dissipative, and indicates that such an approach may be successful on other systems. In addition, we provide a constructive proof of the local well-posedness of solutions to the fully dissipative 3D MHD-Boussinesq system, and also the fully inviscid, irresistive, non-diffusive MHD-Boussinesq equations. We note that, as a special case, these results include the 3D non-diffusive Boussinesq system and the 3D MHD equations. Moreover, they can be extended without difficulty to include the case of a Coriolis rotational term.
Effectiveness of Immersive Videos in Inducing Awe: An Experimental Study.
Chirico, Alice; Cipresso, Pietro; Yaden, David B; Biassoni, Federica; Riva, Giuseppe; Gaggioli, Andrea
2017-04-27
Awe, a complex emotion composed by the appraisal components of vastness and need for accommodation, is a profound and often meaningful experience. Despite its importance, psychologists have only recently begun empirical study of awe. At the experimental level, a main issue concerns how to elicit high intensity awe experiences in the lab. To address this issue, Virtual Reality (VR) has been proposed as a potential solution. Here, we considered the highest realistic form of VR: immersive videos. 42 participants watched at immersive and normal 2D videos displaying an awe or a neutral content. After the experience, they rated their level of awe and sense of presence. Participants' psychophysiological responses (BVP, SC, sEMG) were recorded during the whole video exposure. We hypothesized that the immersive video condition would increase the intensity of awe experienced compared to 2D screen videos. Results indicated that immersive videos significantly enhanced the self-reported intensity of awe as well as the sense of presence. Immersive videos displaying an awe content also led to higher parasympathetic activation. These findings indicate the advantages of using VR in the experimental study of awe, with methodological implications for the study of other emotions.
A Permeable Active Amendment Concrete (PAAC) for Contaminant Remediation and Erosion Control
2012-06-01
124: 131 -143. SRNL-STI-2012-00356 70 Tessier, A., Campbell, P.G.C., and Bisson, M. 1979. Sequential extraction procedure for the speciation of...Bulk Density, Dry, (AI( C-D)]* p, pcf 134.85 Bulk Dens ity after Immersion, [BI(C-D)]* p, pcf 146.65 Bulk Density after Immersion & Boiling1 jCI (C
Exploring the neural bases of goal-directed motor behavior using fully resolved simulations
NASA Astrophysics Data System (ADS)
Patel, Namu; Patankar, Neelesh A.
2016-11-01
Undulatory swimming is an ideal problem for understanding the neural architecture for motor control and movement; a vertebrate's robust morphology and adaptive locomotive gait allows the swimmer to navigate complex environments. Simple mathematical models for neurally activated muscle contractions have been incorporated into a swimmer immersed in fluid. Muscle contractions produce bending moments which determine the swimming kinematics. The neurobiology of goal-directed locomotion is explored using fast, efficient, and fully resolved constraint-based immersed boundary simulations. Hierarchical control systems tune the strength, frequency, and duty cycle for neural activation waves to produce multifarious swimming gaits or synergies. Simulation results are used to investigate why the basal ganglia and other control systems may command a particular neural pattern to accomplish a task. Using simple neural models, the effect of proprioceptive feedback on refining the body motion is demonstrated. Lastly, the ability for a learned swimmer to successfully navigate a complex environment is tested. This work is supported by NSF CBET 1066575 and NSF CMMI 0941674.
Scientific Visualization Made Easy for the Scientist
NASA Astrophysics Data System (ADS)
Westerhoff, M.; Henderson, B.
2002-12-01
amirar is an application program used in creating 3D visualizations and geometric models of 3D image data sets from various application areas, e.g. medicine, biology, biochemistry, chemistry, physics, and engineering. It has demonstrated significant adoption in the market place since becoming commercially available in 2000. The rapid adoption has expanded the features being requested by the user base and broadened the scope of the amira product offering. The amira product offering includes amira Standard, amiraDevT, used to extend the product capabilities by users, amiraMolT, used for molecular visualization, amiraDeconvT, used to improve quality of image data, and amiraVRT, used in immersive VR environments. amira allows the user to construct a visualization tailored to his or her needs without requiring any programming knowledge. It also allows 3D objects to be represented as grids suitable for numerical simulations, notably as triangular surfaces and volumetric tetrahedral grids. The amira application also provides methods to generate such grids from voxel data representing an image volume, and it includes a general-purpose interactive 3D viewer. amiraDev provides an application-programming interface (API) that allows the user to add new components by C++ programming. amira supports many import formats including a 'raw' format allowing immediate access to your native uniform data sets. amira uses the power and speed of the OpenGLr and Open InventorT graphics libraries and 3D graphics accelerators to allow you to access over 145 modules, enabling you to process, probe, analyze and visualize your data. The amiraMolT extension adds powerful tools for molecular visualization to the existing amira platform. amiraMolT contains support for standard molecular file formats, tools for visualization and analysis of static molecules as well as molecular trajectories (time series). amiraDeconv adds tools for the deconvolution of 3D microscopic images. Deconvolution is the process of increasing image quality and resolution by computationally compensating artifacts of the recording process. amiraDeconv supports 3D wide field microscopy as well as 3D confocal microscopy. It offers both non-blind and blind image deconvolution algorithms. Non-blind deconvolution uses an individual measured point spread function, while non-blind algorithms work on the basis of only a few recording parameters (like numerical aperture or zoom factor). amiraVR is a specialized and extended version of the amira visualization system which is dedicated for use in immersive installations, such as large-screen stereoscopic projections, CAVEr or Holobenchr systems. Among others, it supports multi-threaded multi-pipe rendering, head-tracking, advanced 3D interaction concepts, and 3D menus allowing interaction with any amira object in the same way as on the desktop. With its unique set of features, amiraVR represents both a VR (Virtual Reality) ready application for scientific and medical visualization in immersive environments, and a development platform that allows building VR applications.
A new multimodal interactive way of subjective scoring of 3D video quality of experience
NASA Astrophysics Data System (ADS)
Kim, Taewan; Lee, Kwanghyun; Lee, Sanghoon; Bovik, Alan C.
2014-03-01
People that watch today's 3D visual programs, such as 3D cinema, 3D TV and 3D games, experience wide and dynamically varying ranges of 3D visual immersion and 3D quality of experience (QoE). It is necessary to be able to deploy reliable methodologies that measure each viewers subjective experience. We propose a new methodology that we call Multimodal Interactive Continuous Scoring of Quality (MICSQ). MICSQ is composed of a device interaction process between the 3D display and a separate device (PC, tablet, etc.) used as an assessment tool, and a human interaction process between the subject(s) and the device. The scoring process is multimodal, using aural and tactile cues to help engage and focus the subject(s) on their tasks. Moreover, the wireless device interaction process makes it possible for multiple subjects to assess 3D QoE simultaneously in a large space such as a movie theater, and at di®erent visual angles and distances.
2009-10-01
molecular breast imaging, with the ability to dynamically contour any sized breast, will improve detection and potentially in vivo characterization of...Having flexible 3D positioning about the breast yielded minimal RMSD differences, which is important for high resolution molecular emission imaging. This...TITLE: Automation and Preclinical Evaluation of a Dedicated Emission Mammotomography System for Fully 3-D Molecular Breast Imaging PRINCIPAL
Immersive virtual reality as a teaching tool for neuroanatomy.
Stepan, Katelyn; Zeiger, Joshua; Hanchuk, Stephanie; Del Signore, Anthony; Shrivastava, Raj; Govindaraj, Satish; Iloreta, Alfred
2017-10-01
Three-dimensional (3D) computer modeling and interactive virtual reality (VR) simulation are validated teaching techniques used throughout medical disciplines. Little objective data exists supporting its use in teaching clinical anatomy. Learner motivation is thought to limit the rate of utilization of such novel technologies. The purpose of this study is to evaluate the effectiveness, satisfaction, and motivation associated with immersive VR simulation in teaching medical students neuroanatomy. Images of normal cerebral anatomy were reconstructed from human Digital Imaging and Communications in Medicine (DICOM) computed tomography (CT) imaging and magnetic resonance imaging (MRI) into 3D VR formats compatible with the Oculus Rift VR System, a head-mounted display with tracking capabilities allowing for an immersive VR experience. The ventricular system and cerebral vasculature were highlighted and labeled to create a focused interactive model. We conducted a randomized controlled study with 66 medical students (33 in both the control and experimental groups). Pertinent neuroanatomical structures were studied using either online textbooks or the VR interactive model, respectively. We then evaluated the students' anatomy knowledge, educational experience, and motivation (using the Instructional Materials Motivation Survey [IMMS], a previously validated assessment). There was no significant difference in anatomy knowledge between the 2 groups on preintervention, postintervention, or retention quizzes. The VR group found the learning experience to be significantly more engaging, enjoyable, and useful (all p < 0.01) and scored significantly higher on the motivation assessment (p < 0.01). Immersive VR educational tools awarded a more positive learner experience and enhanced student motivation. However, the technology was equally as effective as the traditional text books in teaching neuroanatomy. © 2017 ARS-AAOA, LLC.
Get immersed in the Soil Sciences: the first community of avatars in the EGU Assembly 2015!
NASA Astrophysics Data System (ADS)
Castillo, Sebastian; Alarcón, Purificación; Beato, Mamen; Emilio Guerrero, José; José Martínez, Juan; Pérez, Cristina; Ortiz, Leovigilda; Taguas, Encarnación V.
2015-04-01
Virtual reality and immersive worlds refer to artificial computer-generated environments, with which users act and interact as in a known environment by the use of figurative virtual individuals (avatars). Virtual environments will be the technology of the early twenty-first century that will most dramatically change the way we live, particularly in the areas of training and education, product development and entertainment (Schmorrow, 2009). The usefulness of immersive worlds has been proved in different fields. They reduce geographic and social barriers between different stakeholders and create virtual social spaces which can positively impact learning and discussion outcomes (Lorenzo et al. 2012). In this work we present a series of interactive meetings in a virtual building to celebrate the International Year of Soil to promote the importance of soil functions and its conservation. In a virtual room, the avatars of different senior researchers will meet young scientist avatars to talk about: 1) what remains to be done in Soil Sciences; 2) which are their main current limitations and difficulties and 3) which are the future hot research lines. The interactive participation does not require physically attend to the EGU Assembly 2015. In addition, this virtual building inspired in Soil Sciences can be completed with different teaching resources from different locations around the world and it will be used to improve the learning of Soil Sciences in a multicultural context. REFERENCES: Lorenzo C.M., Sicilia, M.A., Sánchez S. 2012. Studying the effectiveness of multi-user immersive environments for collaborative evaluation tasks. Computers & Education 59 (2012) 1361-1376 Schmorrow D.D. 2009. "Why virtual?" Theoretical Issues in Ergonomics Science 10(3): 279-282.
McGinley, Emma Louise; Moran, Gary P; Fleming, Garry J P
2013-11-01
The study employed a three-dimensional (3D) human-derived oral mucosal model to assess the biocompatibility of base-metal dental casting alloys ubiquitous in fixed prosthodontic and orthodontic dentistry. Oral mucosal models were generated using primary human oral keratinocyte and gingival fibroblast cells seeded onto human de-epidermidised dermal scaffolds. Nickel-chromium (Ni-Cr) and cobalt-chromium (Co-Cr) base-metal alloy immersion solutions were exposed to oral mucosal models for increasing time periods (2-72h). Analysis methodologies (histology, viable cell counts, oxidative stress, cytokine expression and toxicity) were performed following exposure. Ni-based alloy immersion solutions elicited significantly decreased cell viability (P<0.0004) with increased oxidative stress (P<0.0053), inflammatory cytokine expression (P<0.0077) and cellular toxicity levels (P<0.0001) compared with the controls. However, the Ni-free Co-Cr-based alloy immersion solutions did not elicit adverse oxidative stress (P>0.4755) or cellular toxicity (P<0.2339) responses compared with controls. Although the multiple analyses highlighted Ni-Cr base-metal alloy immersion solutions elicited significantly detrimental effects to the oral mucosal models, it was possible to distinguish between Ni-Cr alloys using the approach employed. The study employed a 3D human-derived full-thickness differentiated oral mucosal model suitable for biocompatibility assessment of base-metal dental casting alloys through discriminatory experimental parameters. Increasing incidences of Ni hypersensitivity in the general population warrants serious consideration from dental practitioners and patients alike where fixed prosthodontic/orthodontic dental treatments are the treatment modality involved. The novel and analytical oral mucosal model has the potential to significantly contribute to the advancement of reproducible dental medical device and dental material appraisals. Copyright © 2013 Elsevier Ltd. All rights reserved.
Shirato, Midori; Nakamura, Keisuke; Kanno, Taro; Lingström, Peter; Niwano, Yoshimi; Örtengren, Ulf
2017-08-01
A recently developed antimicrobial technique utilizing hydroxyl radicals generated by hydrogen peroxide (H 2 O 2 ) photolysis represents a promising new therapy for preventing and treating dental caries. The present study compared the antimicrobial time-kill kinetics of H 2 O 2 photolysis, conventional antiseptics, and antimicrobial photodynamic therapy (aPDT) against biofilm-forming Streptococcus mutans (cariogenic bacteria) grown on hydroxyapatite disks. H 2 O 2 photolysis was performed by irradiating the biofilm immersed in 3% H 2 O 2 with 365-nm light-emitting diode (LED) light at an irradiance of 1000mW/cm 2 for up to 1.5min. Antiseptic treatments consisted of 0.2% chlorhexidine gluconate, 0.5% povidone-iodine, and 3% H 2 O 2 . The biofilm was immersed in each antiseptic for up to 4min. aPDT was performed by irradiating the biofilm immersed in 100μM methylene blue or toluidine blue O with 655-nm laser light at 1000mW/cm 2 for up to 4min. Based on the time-kill assay, the decimal reduction value (D-value) of each treatment was determined. With a D-value of 0.06min, H 2 O 2 photolysis exhibited the highest bactericidal effect against biofilm-forming S. mutans. In contrast, antiseptics and aPDT exerted a slower bactericidal effect, with D-values of 0.9-2.7min. In conclusion, the antimicrobial technique based on H 2 O 2 photolysis using 365-nm LED represents a strong adjunctive chemotherapy for dental caries treatment. Copyright © 2017 Elsevier B.V. All rights reserved.
Investigation of Fully Three-Dimensional Helical RF Field Effects on TWT Beam/Circuit Interaction
NASA Technical Reports Server (NTRS)
Kory, Carol L.
2000-01-01
A fully three-dimensional (3D), time-dependent, helical traveling wave-tube (TWT) interaction model has been developed using the electromagnetic particle-in-cell (PIC) code MAFIA. The model includes a short section of helical slow-wave circuit with excitation fed by RF input/output couplers, and electron beam contained by periodic permanent magnet (PPM) focusing. All components of the model are simulated in three dimensions allowing the effects of the fully 3D helical fields on RF circuit/beam interaction to be investigated for the first time. The development of the interaction model is presented, and predicted TWT performance using 2.5D and 3D models is compared to investigate the effect of conventional approximations used in TWT analyses.
Code of Federal Regulations, 2010 CFR
2010-01-01
... Exposure During Immersion in a Cloud of Airborne Radioactive Material C Appendix C to Part 835 Energy... Concentration (DAC) for Workers From External Exposure During Immersion in a Cloud of Airborne Radioactive... identifying the need for posting of airborne radioactivity areas in accordance with § 835.603(d). b. The air...
ERIC Educational Resources Information Center
Shapley, Kelly; Sheehan, Daniel; Sturges, Keith; Caranikas-Walker, Fanny; Huntsberger, Briana; Maloney, Catherine
2006-01-01
The Texas Education Agency (TEA) used Title II, Part D monies to fund a wireless learning environment for high-need middle schools through the Technology Immersion Pilot (TIP). A concurrent research project funded by a federal Evaluating State Education Technology Programs grant is scientifically evaluating whether student achievement improves…
ERIC Educational Resources Information Center
Shapley, Kelly; Sheehan, Daniel; Sturges, Keith; Caranikas-Walker, Fanny; Huntsberger, Briana; Maloney, Catherine
2006-01-01
The Texas Education Agency (TEA) used Title II, Part D monies to fund a wireless learning environment for high-need middle schools through the Technology Immersion Pilot (TIP). A concurrent research project funded by a federal Evaluating State Education Technology Programs grant is scientifically evaluating whether student achievement improves…
Multilateral haptics-based immersive teleoperation for improvised explosive device disposal
NASA Astrophysics Data System (ADS)
Erickson, David; Lacheray, Hervé; Daly, John
2013-05-01
Of great interest to police and military organizations is the development of effective improvised explosive device (IED) disposal (IEDD) technology to aid in activities such as mine field clearing, and bomb disposal. At the same time minimizing risk to personnel. This paper presents new results in the research and development of a next generation mobile immersive teleoperated explosive ordnance disposal system. This system incorporates elements of 3D vision, multilateral teleoperation for high transparency haptic feedback, immersive augmented reality operator control interfaces, and a realistic hardware-in-the-loop (HIL) 3D simulation environment incorporating vehicle and manipulator dynamics for both operator training and algorithm development. In the past year, new algorithms have been developed to facilitate incorporating commercial off-the-shelf (COTS) robotic hardware into the teleoperation system. In particular, a real-time numerical inverse position kinematics algorithm that can be applied to a wide range of manipulators has been implemented, an inertial measurement unit (IMU) attitude stabilization system for manipulators has been developed and experimentally validated, and a voiceoperated manipulator control system has been developed and integrated into the operator control station. The integration of these components into a vehicle simulation environment with half-car vehicle dynamics has also been successfully carried out. A physical half-car plant is currently being constructed for HIL integration with the simulation environment.
Effect of chlorhexidine/thymol and fluoride varnishes on dental biofilm formation in vitro.
Takeuchi, Yasuo; Guggenheim, Bernhard; Filieri, Anna; Baehni, Pierre
2007-12-01
This study evaluated the effect of chlorhexidine/thymol (CHX/T) and fluoride (F) varnishes on biofilm formation in vitro. Hydroxyapatite discs coated with varnish were first immersed in saline for 0, 3, 7 or 14 d, then immersed in pasteurized saliva. The discs were incubated for 20 h with a bacterial suspension containing Actinomyces naeslundii, Fusobacterium nucleatum, Streptococcus oralis, and Veillonella dispar. Uncoated discs were used as controls. Growth of bacteria on the discs was evaluated by culture and by scanning electron microscopy (SEM). Bacterial vitality was examined by fluorescence staining. In the CHX/T-treated group, bacterial accumulation was delayed, and the total number of bacteria was significantly lower than in the controls. In the F-treated group, the total number of bacteria did not differ from the control, although the number of S. oralis was lower. Bacterial vitality in the CHX/T and F groups did not differ from that in the controls. The total number of bacteria on the CHX/T-treated discs immersed in saline was significantly higher than that on the non-immersed discs. Biofilm development was inhibited by the CHX/T varnish but not by the F varnish. The effect of the CHX/T varnish decreased following the immersion of discs in saline.
2009-07-19
NASA Deputy Administrator Lori Garver, speaks during a press conference, Monday, July 20, 2009, announcing the launch of Moon in Google Earth, an immersive 3D atlas of the Moon, accessible within Google Earth 5.0, Monday, July 20, 2009, at the Newseum in Washington. Photo Credit: (NASA/Bill Ingalls)
PC-Based Virtual Reality for CAD Model Viewing
ERIC Educational Resources Information Center
Seth, Abhishek; Smith, Shana S.-F.
2004-01-01
Virtual reality (VR), as an emerging visualization technology, has introduced an unprecedented communication method for collaborative design. VR refers to an immersive, interactive, multisensory, viewer-centered, 3D computer-generated environment and the combination of technologies required to build such an environment. This article introduces the…
Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality
NASA Astrophysics Data System (ADS)
Parmar, Dhaval
Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields.
Clements, Julie M.; Casa, Douglas J.; Knight, J. Chad; McClung, Joseph M.; Blake, Alan S.; Meenen, Paula M.; Gilmer, Allison M.; Caldwell, Kellie A.
2002-01-01
Objective: To assess whether ice-water immersion or cold-water immersion is the more effective treatment for rapidly cooling hyperthermic runners. Design and Setting: 17 heat-acclimated highly trained distance runners (age = 28 ± 2 years, height = 180 ± 2 cm, weight = 68.5 ± 2.1 kg, body fat = 11.2 ± 1.3%, training volume = 89 ± 10 km/wk) completed a hilly trail run (approximately 19 km and 86 minutes) in the heat (wet-bulb globe temperature = 27 ± 1°C) at an individually selected “comfortable” pace on 3 occasions 1 week apart. The random, crossover design included (1) distance run, then 12 minutes of ice-water immersion (5.15 ± 0.20°C), (2) distance run, then 12 minutes of cold-water immersion (14.03 ± 0.28°C), or (3) distance run, then 12 minutes of mock immersion (no water, air temperature = 28.88 ± 0.76°C). Measurements: Each subject was immersed from the shoulders to the hip joints for 12 minutes in a tub. Three minutes elapsed between the distance run and the start of immersion. Rectal temperature was recorded at the start of immersion, at each minute of immersion, and 3, 6, 10, and 15 minutes postimmersion. No rehydration occurred during any trial. Results: Length of distance run, time to complete distance run, rectal temperature, and percentage of dehydration after distance run were similar (P > .05) among all trials, as was the wet-bulb globe temperature. No differences (P > .05) for cooling rates were found when comparing ice-water immersion, cold-water immersion, and mock immersion at the start of immersion to 4 minutes, 4 to 8 minutes, and the start of immersion to 8 minutes. Ice-water immersion and cold-water immersion cooling rates were similar (P > .05) to each other and greater (P < .05) than mock immersion at 8 to 12 minutes, the start of immersion to 10 minutes, and the start of immersion to every other time point thereafter. Rectal temperatures were similar (P > .05) between ice-water immersion and cold-water immersion at the completion of immersion and 15 minutes postimmersion, but ice-water immersion rectal temperatures were less (P < .05) than cold-water immersion at 6 and 10 minutes postimmersion. Conclusions: Cooling rates were nearly identical between ice-water immersion and cold-water immersion, while both were 38% more effective in cooling after 12 minutes of immersion than the mock-immersion trial. Given the similarities in cooling rates and rectal temperatures between ice-water immersion and cold-water immersion, either mode of cooling is recommended for treating the hyperthermic individual. PMID:12937427
Nitrogen Uptake During Air Diving
1994-03-10
of Naval Research D T IC Submitted by: ELECTE F G Hall Hypo/ Hyperbaric Center MAR2 3 199411 Duke University Medical Center D FDurham, North Carolina...physiological responses to the stresses of hypo/ hyperbaric exposure. While the evidence suggests that decompression pain is associated with small volumes of N2 in...one year of testing as per protocol for exposure to hyperbaric pressure. Body fat measurements were performed by water immersion which incorporated
Electrically tunable lens speeds up 3D orbital tracking
Annibale, Paolo; Dvornikov, Alexander; Gratton, Enrico
2015-01-01
3D orbital particle tracking is a versatile and effective microscopy technique that allows following fast moving fluorescent objects within living cells and reconstructing complex 3D shapes using laser scanning microscopes. We demonstrated notable improvements in the range, speed and accuracy of 3D orbital particle tracking by replacing commonly used piezoelectric stages with Electrically Tunable Lens (ETL) that eliminates mechanical movement of objective lenses. This allowed tracking and reconstructing shape of structures extending 500 microns in the axial direction. Using the ETL, we tracked at high speed fluorescently labeled genomic loci within the nucleus of living cells with unprecedented temporal resolution of 8ms using a 1.42NA oil-immersion objective. The presented technology is cost effective and allows easy upgrade of scanning microscopes for fast 3D orbital tracking. PMID:26114037
Usability of stereoscopic view in teleoperation
NASA Astrophysics Data System (ADS)
Boonsuk, Wutthigrai
2015-03-01
Recently, there are tremendous growths in the area of 3D stereoscopic visualization. The 3D stereoscopic visualization technology has been used in a growing number of consumer products such as the 3D televisions and the 3D glasses for gaming systems. This technology refers to the idea that human brain develops depth of perception by retrieving information from the two eyes. Our brain combines the left and right images on the retinas and extracts depth information. Therefore, viewing two video images taken at slightly distance apart as shown in Figure 1 can create illusion of depth [8]. Proponents of this technology argue that the stereo view of 3D visualization increases user immersion and performance as more information is gained through the 3D vision as compare to the 2D view. However, it is still uncertain if additional information gained from the 3D stereoscopic visualization can actually improve user performance in real world situations such as in the case of teleoperation.
Immersive Visualization of the Solid Earth
NASA Astrophysics Data System (ADS)
Kreylos, O.; Kellogg, L. H.
2017-12-01
Immersive visualization using virtual reality (VR) display technology offers unique benefits for the visual analysis of complex three-dimensional data such as tomographic images of the mantle and higher-dimensional data such as computational geodynamics models of mantle convection or even planetary dynamos. Unlike "traditional" visualization, which has to project 3D scalar data or vectors onto a 2D screen for display, VR can display 3D data in a pseudo-holographic (head-tracked stereoscopic) form, and does therefore not suffer the distortions of relative positions, sizes, distances, and angles that are inherent in 2D projection and interfere with interpretation. As a result, researchers can apply their spatial reasoning skills to 3D data in the same way they can to real objects or environments, as well as to complex objects like vector fields. 3D Visualizer is an application to visualize 3D volumetric data, such as results from mantle convection simulations or seismic tomography reconstructions, using VR display technology and a strong focus on interactive exploration. Unlike other visualization software, 3D Visualizer does not present static visualizations, such as a set of cross-sections at pre-selected positions and orientations, but instead lets users ask questions of their data, for example by dragging a cross-section through the data's domain with their hands and seeing data mapped onto that cross-section in real time, or by touching a point inside the data domain, and immediately seeing an isosurface connecting all points having the same data value as the touched point. Combined with tools allowing 3D measurements of positions, distances, and angles, and with annotation tools that allow free-hand sketching directly in 3D data space, the outcome of using 3D Visualizer is not primarily a set of pictures, but derived data to be used for subsequent analysis. 3D Visualizer works best in virtual reality, either in high-end facility-scale environments such as CAVEs, or using commodity low-cost virtual reality headsets such as HTC's Vive. The recent emergence of high-quality commodity VR means that researchers can buy a complete VR system off the shelf, install it and the 3D Visualizer software themselves, and start using it for data analysis immediately.
NASA Astrophysics Data System (ADS)
Desrochers, Johanne; Vermette, Patrick; Fontaine, Réjean; Bérubé-Lauzière, Yves
2008-06-01
Fluorescence optical diffuse tomography (fDOT) is of much interest in molecular imaging to retrieve information from fluorescence signals emitted from specifically targeted bioprocesses deep within living tissues. An exciting application of fDOT is in the growing field of tissue engineering, where 3D non-invasive imaging techniques are required to ultimately grow 3D engineered tissues. Via appropriate labelling strategies and fluorescent probes, fDOT has the potential to monitor culture environment and cells viability non-destructively directly within the bioreactor environment where tissues are to be grown. Our ultimate objective is to image the formation of blood vessels in bioreactor conditions. Herein, we use a non-contact setup for small animal fDOT imaging designed for 3D light collection around the sample. We previously presented a time of flight approach using a numerical constant fraction discrimination technique to assign an early photons arrival time to every fluorescence time point-spread function collected around the sample. Towards bioreactor in-situ imaging, we have shown the capability of our approach to localize a fluorophore-filled 500 μm capillary immersed coaxially in a cylindrically shaped bioreactor phantom containing an absorbing/scattering medium representative of experiments on real tissue cultures. Here, we go one step further, and present results for the 3D localization of thinner indocyanine green labelled capillaries (250 μm and 360 μm inner diameter) immersed in the same phantom conditions and geometry but with different spatial configurations (10° and 30° capillary inclination).
Testing geoscience data visualization systems for geological mapping and training
NASA Astrophysics Data System (ADS)
Head, J. W.; Huffman, J. N.; Forsberg, A. S.; Hurwitz, D. M.; Basilevsky, A. T.; Ivanov, M. A.; Dickson, J. L.; Senthil Kumar, P.
2008-09-01
Traditional methods of planetary geological mapping have relied on photographic hard copy and light-table tracing and mapping. In the last several decades this has given way to the availability and analysis of multiple digital data sets, and programs and platforms that permit the viewing and manipulation of multiple annotated layers of relevant information. This has revolutionized the ability to incorporate important new data into the planetary mapping process at all scales. Information on these developments and approaches can be obtained at http://astrogeology.usgs. gov/ Technology/. The processes is aided by Geographic Information Systems (GIS) (see http://astrogeology. usgs.gov/Technology/) and excellent analysis packages (such as ArcGIS) that permit co-registration, rapid viewing, and analysis of multiple data sets on desktop displays (see http://astrogeology.usgs.gov/Projects/ webgis/). We are currently investigating new technological developments in computer visualization and analysis in order to assess their importance and utility in planetary geological analysis and mapping. Last year we reported on the range of technologies available and on our application of these to various problems in planetary mapping. In this contribution we focus on the application of these techniques and tools to Venus geological mapping at the 1:5M quadrangle scale. In our current Venus mapping projects we have utilized and tested the various platforms to understand their capabilities and assess their usefulness in defining units, establishing stratigraphic relationships, mapping structures, reaching consensus on interpretations and producing map products. We are specifically assessing how computer visualization display qualities (e.g., level of immersion, stereoscopic vs. monoscopic viewing, field of view, large vs. small display size, etc.) influence performance on scientific analysis and geological mapping. We have been exploring four different environments: 1) conventional desktops (DT), 2) semi-immersive Fishtank VR (FT) (i.e., a conventional desktop with head-tracked stereo and 6DOF input), 3) tiled wall displays (TW), and 4) fully immersive virtual reality (IVR) (e.g., "Cave Automatic Virtual Environment", or Cave system). Formal studies demonstrate that fully immersive Cave environments are superior to desktop systems for many tasks. There is still much to learn and understand, however, about how the varying degrees of immersive displays affect task performance. For example, in using a 1280x1024 desktop monitor to explore an image, the mapper wastes a lot of time in image zooming/panning to balance the analysis-driven need for both detail as well as context. Therefore, we have spent a considerable amount of time exploring higher-resolution media, such as an IBM Bertha display 3840x2400 or a tiled wall with multiple projectors. We have found through over a year of weekly meetings and assessment that they definitely improve the efficiency of analysis and mapping. Here we outline briefly the nature of the major systems and our initial assessment of these in 1:5M Scale NASA-USGS Venus Geological Mapping Program (http://astrogeology.usgs. gov/Projects/PlanetaryMapping/MapStatus/VenusStatus/V enus_Status.html). 1. Immersive Virtual Reality (Cave): ADVISER System Description: Our Cave system is an 8'x8'x8' cube with four projection surfaces (three walls and the floor). Four linux machines (identical in performance to the desktop machine) provide data for the Cave. Users utilize a handheld 3D tracked input device to navigate. Our 3D input device has a joystick and is simple to use. To navigate, the user simply points in the direction he/she wants to fly and pushes the joystick forward or backward to move relative to that direction. The user can push the joystick to the left and right to rotate his/her position in the virtual world. A collision detection algorithm is used to prevent the user from going underneath the surface. We have developed ADVISER (ADvanced VIsualization for Solar system Exploration) [1,2] as a tool for taking planetary geologists virtually "into the field" in the IVR Cave environment in support of several scientific themes and have assessed its application to geological mapping of Venus. ADVISER aims to create a field experience by integrating multiple data sources and presenting them as a unified environment to the scientist. Additionally, we have developed a virtual field kit, tailored to supporting research tasks dictated by scientific and mapping themes. Technically, ADVISER renders high-resolution topographic and image datasets (8192x8192 samples) in stereo at interactive frame-rates (25+ frames-per-second). The system is based on a state-of-the-art terrain rendering system and is highly interactive; for example, vertical exaggeration, lighting geometry, image contrast, and contour lines can be modified by the user in real time. High-resolution image data can be overlaid on the terrain and other data can be rendered in this context. A detailed description and case studies of ADVISER are available.
ERIC Educational Resources Information Center
Northwest Territories Dept. of Education, Culture and Employment, Yellowknife.
This teacher's guide is intended for the instruction of both French as a first language and French as a second language in an immersion setting. It provides a host of strategies for teaching reading skills in the classroom in Grades 6 through 12. The first section is designed to bring the teacher's awareness to the training procedure. It discusses…
ERIC Educational Resources Information Center
Northwest Territories Dept. of Education, Culture and Employment, Yellowknife.
This teacher's guide, intended for the instruction of both French as a first language and French as a second language in an immersion setting, provides a host of strategies for teaching reading skills in the classroom (Grades 1 through 7). Section 1 is designed to bring the teacher's awareness to the training procedure, discussing the motivation…
3D lens-free time-lapse microscopy for 3D cell culture
NASA Astrophysics Data System (ADS)
Berdeu, Anthony; Momey, Fabien; Laperrousaz, Bastien; Bordy, Thomas; Gidrol, Xavier; Dinten, Jean-Marc; Picollet-D'hahan, Nathalie; Allier, Cédric
2017-07-01
We propose a new imaging platform based on lens-free time-lapse microscopy for 3D cell culture and its dedicated algorithm lying on a fully 3D regularized inverse problem approach. First 3D+t results are presented
Strobel, Klaus; Rüdy, Matthias; Treyer, Valerie; Veit-Haibach, Patrick; Burger, Cyrill; Hany, Thomas F
2007-07-01
The relative advantage of fully 3-D versus 2-D mode for whole-body imaging is currently the focus of considerable expert debate. The nature of 3-D PET acquisition for FDG PET/CT theoretically allows a shorter scan time and improved efficiency of FDG use than in the standard 2-D acquisition. We therefore objectively and subjectively compared standard 2-D and fully 3-D reconstructed data for FDG PET/CT on a research PET/CT system. In a total of 36 patients (mean 58.9 years, range 17.3-78.9 years; 21 male, 15 female) referred for known or suspected malignancy, FDG PET/CT was performed using a research PET/CT system with advanced detector technology with improved sensitivity and spatial resolution. After 45 min uptake, a low-dose CT (40 mAs) from head to thigh was performed followed by 2-D PET (emission 3 min per field) and 3-D PET (emission 1.5 min per field) with both seven slices overlap to cover the identical anatomical region. Acquisition time was therefore 50% less (seven fields; 21 min vs. 10.5 min). PET data was acquired in a randomized fashion, so in 50% of the cases 2-D data was acquired first. CT data was used for attenuation correction. 2-D (OSEM) and 3-D PET images were iteratively reconstructed. Subjective analysis of 2-D and 3-D images was performed by two readers in a blinded, randomized fashion evaluating the following criteria: sharpness of organs (liver, chest wall/lung), overall image quality and detectability and dignity of each identified lesion. Objective analysis of PET data was investigated measuring maximum standard uptake value with lean body mass (SUV(max,LBM)) of identified lesions. On average, per patient, the SUV(max) was 7.86 (SD 7.79) for 2-D and 6.96 (SD 5.19) for 3-D. On a lesion basis, the average SUV(max) was 7.65 (SD 7.79) for 2-D and 6.75 (SD 5.89) for 3-D. The absolute difference on a paired t-test of SUV 3-D-2-D based on each measured lesion was significant with an average of -0.956 (P=0.002) and an average of -0.884 on a patient base (P<0.05). With 3-D the SUV(max) decreased by an average of 5.2% for each lesion, and an average of 6.0% for each patient. Subjective analysis showed fair inter-observer agreement regarding detectability (kappa=0.24 for 3-D; 0.36 for 3-D) and dignity (kappa=0.44 for 3-D and 0.4 for 2-D) of the lesions. There was no significant diagnostic difference between 3-D and 2-D. Only in one patient, a satellite liver metastasis of a colon cancer was missed in 3-D and detected only in 2-D. On average, the overall image quality for 3-D images was equal (in 24%) or inferior (in 76%) compared to 2-D. A possible major advantage of 3-D data acquisition is the faster patient throughput with a 50% reduction in scan time. The fully 3-D reconstruction technique has overcome the technical drawbacks of current 3-D imaging technique. In our limited number of patients there was no significant diagnostic difference between 2-D and fully 3-D.
2009-07-19
Andrew Chaikin, author of "A Man on the Moon" speaks during a press conference, Monday, July 20, 2009, announcing the launch of Moon in Google Earth, an immersive 3D atlas of the Moon, accessible within Google Earth 5.0, Monday, July 20, 2009, at the Newseum in Washington. Photo Credit: (NASA/Bill Ingalls)
2009-07-19
Buzz Aldrin, the second man to walk on the moon, speaks during a press conference, Monday, July 20, 2009, announcing the launch of Moon in Google Earth, an immersive 3D atlas of the Moon, accessible within Google Earth 5.0, Monday, July 20, 2009, at the Newseum in Washington. Photo Credit: (NASA/Bill Ingalls)
2009-07-19
Brian McLendon, VP of Engineering, Google, Inc., speaks during a press conference, Monday, July 20, 2009, announcing the launch of Moon in Google Earth, an immersive 3D atlas of the Moon, accessible within Google Earth 5.0, Monday, July 20, 2009, at the Newseum in Washington. Photo Credit: (NASA/Bill Ingalls)
2009-07-19
Alan Eustace, Senior VP of Engineering and Research, Google, Inc., speaks during a press conference, Monday, July 20, 2009, announcing the launch of Moon in Google Earth, an immersive 3D atlas of the Moon, accessible within Google Earth 5.0, Monday, July 20, 2009, at the Newseum in Washington. Photo Credit: (NASA/Bill Ingalls)
Advancing Adventure Education Using Digital Motion-Sensing Games
ERIC Educational Resources Information Center
Shih, Ju-Ling; Hsu, Yu-Jen
2016-01-01
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
Growth and Decline of Second Life as an Educational Platform
ERIC Educational Resources Information Center
Mark, Christine Libby
2014-01-01
"Second Life," a 3D online immersive virtual environment, emerged in 2003 and was predicted to become the predominant online course delivery platform by 2013. Educational institutions initially rushed to create a presence in the "Second Life;" however, after 2009 those same institutions were disappointed by their experiences…
NASA Astrophysics Data System (ADS)
Newman, R. L.
2002-12-01
How many images can you display at one time with Power Point without getting "postage stamps"? Do you have fantastic datasets that you cannot view because your computer is too slow/small? Do you assume a few 2-D images of a 3-D picture are sufficient? High-end visualization centers can minimize and often eliminate these problems. The new visualization center [http://siovizcenter.ucsd.edu] at Scripps Institution of Oceanography [SIO] immerses users into a virtual world by projecting 3-D images onto a Panoram GVR-120E wall-sized floor-to-ceiling curved screen [7' x 23'] that has 3.2 mega-pixels of resolution. The Infinite Reality graphics subsystem is driven by a single-pipe SGI Onyx 3400 with a system bandwidth of 44 Gbps. The Onyx is powered by 16 MIPS R12K processors and 16 GB of addressable memory. The system is also equipped with transmitters and LCD shutter glasses which permit stereographic 3-D viewing of high-resolution images. This center is ideal for groups of up to 60 people who can simultaneously view these large-format images. A wide range of hardware and software is available, giving the users a totally immersive working environment in which to display, analyze, and discuss large datasets. The system enables simultaneous display of video and audio streams from sources such as SGI megadesktop and stereo megadesktop, S-VHS video, DVD video, and video from a Macintosh or PC. For instance, one-third of the screen might be displaying S-VHS video from a remotely-operated-vehicle [ROV], while the remaining portion of the screen might be used for an interactive 3-D flight over the same parcel of seafloor. The video and audio combinations using this system are numerous, allowing users to combine and explore data and images in innovative ways, greatly enhancing scientists' ability to visualize, understand and collaborate on complex datasets. In the not-distant future, with the rapid growth in networking speeds in the US, it will be possible for Earth Sciences Departments to collaborate effectively while limiting the amount of physical travel required. This includes porting visualization content to the popular, low-cost Geowall visualization systems, and providing web-based access to databanks filled with stock geoscience visualizations.
Data Visualization Using Immersive Virtual Reality Tools
NASA Astrophysics Data System (ADS)
Cioc, Alexandru; Djorgovski, S. G.; Donalek, C.; Lawler, E.; Sauer, F.; Longo, G.
2013-01-01
The growing complexity of scientific data poses serious challenges for an effective visualization. Data sets, e.g., catalogs of objects detected in sky surveys, can have a very high dimensionality, ~ 100 - 1000. Visualizing such hyper-dimensional data parameter spaces is essentially impossible, but there are ways of visualizing up to ~ 10 dimensions in a pseudo-3D display. We have been experimenting with the emerging technologies of immersive virtual reality (VR) as a platform for a scientific, interactive, collaborative data visualization. Our initial experiments used the virtual world of Second Life, and more recently VR worlds based on its open source code, OpenSimulator. There we can visualize up to ~ 100,000 data points in ~ 7 - 8 dimensions (3 spatial and others encoded as shapes, colors, sizes, etc.), in an immersive virtual space where scientists can interact with their data and with each other. We are now developing a more scalable visualization environment using the popular (practically an emerging standard) Unity 3D Game Engine, coded using C#, JavaScript, and the Unity Scripting Language. This visualization tool can be used through a standard web browser, or a standalone browser of its own. Rather than merely plotting data points, the application creates interactive three-dimensional objects of various shapes, colors, and sizes, and of course the XYZ positions, encoding various dimensions of the parameter space, that can be associated interactively. Multiple users can navigate through this data space simultaneously, either with their own, independent vantage points, or with a shared view. At this stage ~ 100,000 data points can be easily visualized within seconds on a simple laptop. The displayed data points can contain linked information; e.g., upon a clicking on a data point, a webpage with additional information can be rendered within the 3D world. A range of functionalities has been already deployed, and more are being added. We expect to make this visualization tool freely available to the academic community within a few months, on an experimental (beta testing) basis.
A novel shape-changing haptic table-top display
NASA Astrophysics Data System (ADS)
Wang, Jiabin; Zhao, Lu; Liu, Yue; Wang, Yongtian; Cai, Yi
2018-01-01
A shape-changing table-top display with haptic feedback allows its users to perceive 3D visual and texture displays interactively. Since few existing devices are developed as accurate displays with regulatory haptic feedback, a novel attentive and immersive shape changing mechanical interface (SCMI) consisting of image processing unit and transformation unit was proposed in this paper. In order to support a precise 3D table-top display with an offset of less than 2 mm, a custommade mechanism was developed to form precise surface and regulate the feedback force. The proposed image processing unit was capable of extracting texture data from 2D picture for rendering shape-changing surface and realizing 3D modeling. The preliminary evaluation result proved the feasibility of the proposed system.
NASA Technical Reports Server (NTRS)
Calle, Luz Marina
2000-01-01
Electrochemical impedance spectroscopy (EIS) was used to investigate the corrosion inhibiting properties of newly developed proprietary molybdate conversion coatings on aluminum alloy 2024-T3 under immersion in aerated 5% (w/w) NaCl. Corrosion potential and EIS measurements were gathered for six formulations of the coating at several immersion times for two weeks. Nyquist as well as Bode plots of the data were obtained. The conversion-coated alloy panels showed an increase in the corrosion potential during the first 24 hours of immersion that later subsided and approached a steady value. Corrosion potential measurements indicated that formulations A, D, and F exhibit a protective effect on aluminum 2024-T3. The EIS spectra of the conversion-coated alloy were characterized by an impedance that is higher than the impedance of the bare alloy at all the immersion times. The low frequency impedance, Z(sub lf) (determined from the value at 0.05 Hz) for the conversion-coated alloy was higher at all the immersion times than that of the bare panel. This indicates improvement of corrosion resistance with addition of the molybdate conversion coating. Scanning electron microscopy (SEM) revealed the presence of cracks in the coating and the presence of cubic crystals believed to be calcium carbonate. Energy dispersive spectroscopy (EDS) of the test panels revealed the presence of high levels of aluminum, oxygen, and calcium but did not detect the presence of molybdenum on the test panels. X-ray photoelectron spectroscopy (XPS) indicated the presence of less than 0.01 atomic percent molybdenum on the surface of the coating.
Chen, Cong; Cheng, Yu; Dai, Qilin; Song, Hongwei
2015-01-01
In this work, we report a physical deposition based, compact (cp) layer synthesis for planar heterojunction perovskite solar cells. Typical solution-based synthesis of cp layer for perovskite solar cells involves low-quality of thin films, high-temperature annealing, non-flexible devices, limitation of large-scale production and that the effects of the cp layer on carrier transport have not been fully understood. In this research, using radio frequency magnetron sputtering (RFMS), TiO2 cp layers were fabricated and the thickness could be controlled by deposition time; CH3NH3PbI3 films were prepared by evaporation & immersion (E & I) method, in which PbI2 films made by thermal evaporation technique were immersed in CH3NH3I solution. The devices exhibit power conversion efficiency (PCE) of 12.1% and the photovoltaic performance can maintain 77% of its initial PCE after 1440 h. The method developed in this study has the capability of fabricating large active area devices (40 × 40 mm2) showing a promising PCE of 4.8%. Low temperature and flexible devices were realized and a PCE of 8.9% was obtained on the PET/ITO substrates. These approaches could be used in thin film based solar cells which require high-quality films leading to reduced fabrication cost and improved device performance. PMID:26631493
DOE Office of Scientific and Technical Information (OSTI.GOV)
Carrington, David B
2012-06-07
Development of a fractional step, a Predictor-Corrector Split (PCS), or what is often known as a projection method combining hp-adaptive system in a Finite Element Method (FEM) for combustion modeling has been achieved. This model will advance the accuracy and range of applicability of the KIVA combustion model and software used typically for internal combustion engine modeling. This abstract describes a PCS hp-adaptive FEM model for turbulent reactive flow spanning all velocity regimes and fluids that is being developed for the new KIVA combustion algorithm, particularly for internal combustion engines. The method and general solver is applicable to Newtonian andmore » non- Newtonian fluids and also for incompressible solids, porous media, solidification modeling, and fluid structure interaction problems. The fuel injection and injector modeling could easily benefit from the capability of solving the fluid structure interaction problem in an injector, helping to understand cycle to cycle variation and cavitation. This is just one example where the new algorithm differs from the old, in addition to handling Conjugate Heat Transfer (CHT), although there a numerous features that makes the new system more robust and accurate. In these ways, the PCS hp-adaptive algorithm does not compete with commercial software packages, those often used in conjunction with the currently distributed KIVA codes for engine combustion modeling. In addition, choosing a local ALE method on immersed moving parts represented by overset grid that is 2nd order spatially accurate, allows for easy grid generation from CAD to fluid grid while also provide for robustness in handling any possible moving parts configuration without any code modifications. The combined methods employed produce a minimal amount of computational effort as compared to fully resolved grids at the same accuracy. We demonstrate the solver on benchmark problems for the all flow regimes as follows: (1) 2-D backward-facing step using h-adaption, (2) 2-D driven cavity, (3) 2-D natural convection in a differentially heat cavity with h-adaptation, (4) NACA 0012 airfoil in 2-D, (5) supersonic flows over compression ramps, (6) 2-D natural convection in a differentially heat cavity with hp-adaptation, (7) 3-D natural convection in a differentially heat sphere with hp-adaptation. In addition, we show the new moving parts algorithm for working for a 2-D piston; the immersed moving parts method also for valves and pistons, vanes, etc... The movement is performed using an overset grid method and is 2nd order accurate in space, and never produces a tangle grid, that is, robust system at any resolution and any parts configuration. We also show CHT for the currently distributed KIVA-4mpi software and some fairly automatic grid generation using Sandia's Cubit unstructured grid generator. A new electronic web-based manual for KIVA-4 has been developed as well.« less
Design of a 3D Navigation Technique Supporting VR Interaction
NASA Astrophysics Data System (ADS)
Boudoin, Pierre; Otmane, Samir; Mallem, Malik
2008-06-01
Multimodality is a powerful paradigm to increase the realness and the easiness of the interaction in Virtual Environments (VEs). In particular, the search for new metaphors and techniques for 3D interaction adapted to the navigation task is an important stage for the realization of future 3D interaction systems that support multimodality, in order to increase efficiency and usability. In this paper we propose a new multimodal 3D interaction model called Fly Over. This model is especially devoted to the navigation task. We present a qualitative comparison between Fly Over and a classical navigation technique called gaze-directed steering. The results from preliminary evaluation on the IBISC semi-immersive Virtual Reality/Augmented Realty EVR@ platform show that Fly Over is a user friendly and efficient navigation technique.
Yang, Fwu-Lin; Lee, Chia-Chi; Subeq, Yi-Maun; Lee, Chung-Jen; Ke, Chun-Yen; Lee, Ru-Ping
2017-10-01
Hot-water immersion (HWI) is a type of thermal therapy for treating various diseases. In our study, the physiological responses to occasional and regular HWI have been explored. The rats were divided into a control group, occasional group (1D), and regular group (7D). The 1D and 7D groups received 42°C during 15mins HWI for 1 and 7 days, respectively. The blood samples were collected for proinflammatory cytokines examinations, the heart, liver and kidney were excised for subsequent IHC analysis to measure the level of heat shock protein 70 (HSP70). The results revealed that the body temperature increased significantly during HWI on Day 3 and significantly declined on Days 6 and 7. For the 7D group, body weight, heart rate, hematocrit, platelet, osmolarity, and lactate level were lower than those in the 1D group. Furthermore, the levels of granulocyte counts, tumor necrosis factor-α, and interleukin-6 were lower in the 7D group than in the 1D group. The induction of HSP70 in the 1D group was higher than in the other groups. Physiological responses to occasional HWI are disadvantageous because of heat stress. However, adaptation to heat from regular HWI resulted in decreased proinflammatory responses and physical heat stress. Copyright © 2017 Elsevier Ltd. All rights reserved.
Generating Contextual Descriptions of Virtual Reality (VR) Spaces
NASA Astrophysics Data System (ADS)
Olson, D. M.; Zaman, C. H.; Sutherland, A.
2017-12-01
Virtual reality holds great potential for science communication, education, and research. However, interfaces for manipulating data and environments in virtual worlds are limited and idiosyncratic. Furthermore, speech and vision are the primary modalities by which humans collect information about the world, but the linking of visual and natural language domains is a relatively new pursuit in computer vision. Machine learning techniques have been shown to be effective at image and speech classification, as well as at describing images with language (Karpathy 2016), but have not yet been used to describe potential actions. We propose a technique for creating a library of possible context-specific actions associated with 3D objects in immersive virtual worlds based on a novel dataset generated natively in virtual reality containing speech, image, gaze, and acceleration data. We will discuss the design and execution of a user study in virtual reality that enabled the collection and the development of this dataset. We will also discuss the development of a hybrid machine learning algorithm linking vision data with environmental affordances in natural language. Our findings demonstrate that it is possible to develop a model which can generate interpretable verbal descriptions of possible actions associated with recognized 3D objects within immersive VR environments. This suggests promising applications for more intuitive user interfaces through voice interaction within 3D environments. It also demonstrates the potential to apply vast bodies of embodied and semantic knowledge to enrich user interaction within VR environments. This technology would allow for applications such as expert knowledge annotation of 3D environments, complex verbal data querying and object manipulation in virtual spaces, and computer-generated, dynamic 3D object affordances and functionality during simulations.
"torino 1911" Project: a Contribution of a Slam-Based Survey to Extensive 3d Heritage Modeling
NASA Astrophysics Data System (ADS)
Chiabrando, F.; Della Coletta, C.; Sammartano, G.; Spanò, A.; Spreafico, A.
2018-05-01
In the framework of the digital documentation of complex environments the advanced Geomatics researches offers integrated solution and multi-sensor strategies for the 3D accurate reconstruction of stratified structures and articulated volumes in the heritage domain. The use of handheld devices for rapid mapping, both image- and range-based, can help the production of suitable easy-to use and easy-navigable 3D model for documentation projects. These types of reality-based modelling could support, with their tailored integrated geometric and radiometric aspects, valorisation and communication projects including virtual reconstructions, interactive navigation settings, immersive reality for dissemination purposes and evoking past places and atmospheres. The aim of this research is localized within the "Torino 1911" project, led by the University of San Diego (California) in cooperation with the PoliTo. The entire project is conceived for multi-scale reconstruction of the real and no longer existing structures in the whole park space of more than 400,000 m2, for a virtual and immersive visualization of the Turin 1911 International "Fabulous Exposition" event, settled in the Valentino Park. Particularly, in the presented research, a 3D metric documentation workflow is proposed and validated in order to integrate the potentialities of LiDAR mapping by handheld SLAM-based device, the ZEB REVO Real Time instrument by GeoSLAM (2017 release), instead of TLS consolidated systems. Starting from these kind of models, the crucial aspects of the trajectories performances in the 3D reconstruction and the radiometric content from imaging approaches are considered, specifically by means of compared use of common DSLR cameras and portable sensors.
Whole lung morphometry with 3D multiple b-value hyperpolarized gas MRI and compressed sensing.
Chan, Ho-Fung; Stewart, Neil J; Parra-Robles, Juan; Collier, Guilhem J; Wild, Jim M
2017-05-01
To demonstrate three-dimensional (3D) multiple b-value diffusion-weighted (DW) MRI of hyperpolarized 3 He gas for whole lung morphometry with compressed sensing (CS). A fully-sampled, two b-value, 3D hyperpolarized 3 He DW-MRI dataset was acquired from the lungs of a healthy volunteer and retrospectively undersampled in the k y and k z phase-encoding directions for CS simulations. Optimal k-space undersampling patterns were determined by minimizing the mean absolute error between reconstructed and fully-sampled 3 He apparent diffusion coefficient (ADC) maps. Prospective three-fold, undersampled, 3D multiple b-value 3 He DW-MRI datasets were acquired from five healthy volunteers and one chronic obstructive pulmonary disease (COPD) patient, and the mean values of maps of ADC and mean alveolar dimension (Lm D ) were validated against two-dimensional (2D) and 3D fully-sampled 3 He DW-MRI experiments. Reconstructed undersampled datasets showed no visual artifacts and good preservation of the main image features and quantitative information. A good agreement between fully-sampled and prospective undersampled datasets was found, with a mean difference of +3.4% and +5.1% observed in mean global ADC and Lm D values, respectively. These differences were within the standard deviation range and consistent with values reported from healthy and COPD lungs. Accelerated CS acquisition has facilitated 3D multiple b-value 3 He DW-MRI scans in a single breath-hold, enabling whole lung morphometry mapping. Magn Reson Med 77:1916-1925, 2017. © 2016 The Authors Magnetic Resonance in Medicine published by Wiley Periodicals, Inc. on behalf of International Society for Magnetic Resonance in Medicine. This is an open access article under the terms of the Creative Commons Attribution License, which permits use, distribution and reproduction in any medium, provided the original work is properly cited. © 2016 The Authors Magnetic Resonance in Medicine published by Wiley Periodicals, Inc. on behalf of International Society for Magnetic Resonance in Medicine.
The optical properties of α-Fe2O3 nanostructures synthesized with different immersion time
NASA Astrophysics Data System (ADS)
Ahmad, W. R. W.; Mamat, M. H.; Zoolfakar, A. S.; Khusaimi, Z.; Yusof, M. M.; Ismail, A. S.; Saidi, S. A.; Rusop, M.
2018-05-01
In this study, nanostructured hematite (α-Fe2O3) thin films have been prepared successfully by sonicated immersion method on fluorine-doped tin oxide (FTO) coated glass substrate. The effect of the immersion time on the structural and optical properties of α-Fe2O3 nanostructure were investigated for a variation of immersion time ranging from 1 to 4 hour. From the characterization results, the surface morphology of the sample prepared in 4 hours immersion process has exhibited highest porosity, and the highest absorbance properties were found in the same sample. These results suggest that the different time duration during immersion process play important roles in optical properties of α-Fe2O3 nanostructures.
Female artists and the VR crucible: expanding the aesthetic vocabulary
NASA Astrophysics Data System (ADS)
Morie, Jacquelyn Ford
2012-03-01
Virtual Reality was a technological wonder in its early days, and it was widely held to be a domain where men were the main practitioners. However, a survey done in 2007 of VR Artworks (Immersive Virtual Environments or VEs) showed that women have actually created the majority of artistic immersive works. This argues against the popular idea that the field has been totally dominated by men. While men have made great contributions in advancing the field, especially technologically, it appears most artistic works emerge from a decidedly feminine approach. Such an approach seems well suited to immersive environments as it incorporates aspects of inclusion, wholeness, and a blending of the body and the spirit. Female attention to holistic concerns fits the gestalt approach needed to create in a fully functional yet open-ended virtual world, which focuses not so much on producing a finished object (like a text or a sculpture) but rather on creating a possibility for becoming, like bringing a child into the world. Immersive VEs are not objective works of art to be hung on a wall and critiqued. They are vehicles for experience, vessels to live within for a piece of time.
Suppression of ADH during water immersion in normal man. [antidiuretic hormone
NASA Technical Reports Server (NTRS)
Epstein, M.; Pins, D. S.; Miller, M.
1975-01-01
A study was undertaken to ascertain whether diuresis induced by immersion is medicated by an inhibition of ADH. Immersion resulted in a progressive decrease in ADH excretion from 80.1 + or - 7 (SEM) to 37.3 + or - 6.3 microU/min (P less than 0.025). Cessation of immersion was associated with a marked increase in ADH from 37.3 + or - 6.3 microU/min to 176.6 + or - 72.6 microU/min during the recovery hour (P less than 0.05). Concomitant with these changes, urine osmolality decreased significantly beginning as early as the initial hour of immersion from 1044 + or - 36 to 542 + or - 66 mosmol/kg H2O during the final hour of immersion (P less than 0.001). These findings are consistent with the earlier suggestion that suppression of ADH release contributes to enhanced free water clearance in hydrated subjects undergoing immersion.
PIXIE3D: A Parallel, Implicit, eXtended MHD 3D Code
NASA Astrophysics Data System (ADS)
Chacon, Luis
2006-10-01
We report on the development of PIXIE3D, a 3D parallel, fully implicit Newton-Krylov extended MHD code in general curvilinear geometry. PIXIE3D employs a second-order, finite-volume-based spatial discretization that satisfies remarkable properties such as being conservative, solenoidal in the magnetic field to machine precision, non-dissipative, and linearly and nonlinearly stable in the absence of physical dissipation. PIXIE3D employs fully-implicit Newton-Krylov methods for the time advance. Currently, second-order implicit schemes such as Crank-Nicolson and BDF2 (2^nd order backward differentiation formula) are available. PIXIE3D is fully parallel (employs PETSc for parallelism), and exhibits excellent parallel scalability. A parallel, scalable, MG preconditioning strategy, based on physics-based preconditioning ideas, has been developed for resistive MHD, and is currently being extended to Hall MHD. In this poster, we will report on progress in the algorithmic formulation for extended MHD, as well as the the serial and parallel performance of PIXIE3D in a variety of problems and geometries. L. Chac'on, Comput. Phys. Comm., 163 (3), 143-171 (2004) L. Chac'on et al., J. Comput. Phys. 178 (1), 15- 36 (2002); J. Comput. Phys., 188 (2), 573-592 (2003) L. Chac'on, 32nd EPS Conf. Plasma Physics, Tarragona, Spain, 2005 L. Chac'on et al., 33rd EPS Conf. Plasma Physics, Rome, Italy, 2006
EBM regeneration and changes in EBM component mRNA expression in stromal cells after corneal injury
Santhanam, Abirami; Marino, Gustavo K.; Torricelli, Andre A. M.
2017-01-01
Purpose To investigate the production of the epithelial basement membrane (EBM) component mRNAs at time points before lamina lucida and lamina densa regeneration in anterior stromal cells after corneal injury that would heal with and without fibrosis. Methods Rabbit corneas were removed from 2 to 19 days after −4.5D or −9.0D photorefractive keratectomy (PRK) with the VISX S4 IR laser. Corneas were evaluated with transmission electron microscopy (TEM) for full regeneration of the lamina lucida and the lamina densa. Laser capture microdissection (LCM) based quantitative real-time (RT)–PCR was used to quantitate the expression of mRNAs for laminin α-3 (LAMA3), perlecan, nidogen-1, and nidogen-2 in the anterior stroma. Results After −4.5D PRK, EBM was found to be fully regenerated at 8 to 10 days after surgery. At 4 days after PRK, the nidogen-2 and LAMA3 mRNAs levels were detected at statistically significantly lower levels in the anterior stroma of the −9.0D PRK corneas (where the EBM would not fully regenerate) compared to the −4.5D PRK corneas (where the EBM was destined to fully regenerate). At 7 days after PRK, nidogen-2 and LAMA3 mRNAs continued to be statistically significantly lower in the anterior stroma of the −9.0D PRK corneas compared to their expression in the anterior stroma of the −4.5D PRK corneas. Conclusions Key EBM components LAMA3 and nidogen-2 mRNAs are expressed at higher levels in the anterior stroma during EBM regeneration in the −4.5D PRK corneas where the EBM is destined to fully regenerate and no haze developed compared to the −9.0D PRK corneas where the EBM will not fully regenerate and myofibroblast-related stromal fibrosis (haze) will develop. PMID:28275314
New Literacies and Multimediacy: The Immersive Universe of "The 39 Clues"
ERIC Educational Resources Information Center
Sekeres, Diane Carver; Watson, Christopher
2011-01-01
"The 39 Clues" (2009) is a multimedia series produced by Scholastic for readers 7-14 years old that includes printed texts released periodically; trading cards also published periodically in print and virtually; and a complex, intriguing, and entertaining website. To fully experience the multimedia series, the publishers expect that readers can…
Art Therapy Teaching as Performance Art
ERIC Educational Resources Information Center
Moon, Bruce L.
2012-01-01
This viewpoint asserts that art therapy education is a form of performance art. By designing class sessions as performance artworks, art therapy educators can help their students become more fully immersed in their studies. This view also can be extended to conceptualizing each semester--and the entire art therapy curriculum--as a complex and…
Newton's Third Law on a Scale Balance
ERIC Educational Resources Information Center
Nopparatjamjomras, Suchai; Panijpan, Bhinyo; Huntula, Jiradawan
2009-01-01
We propose a series of experiments involving balance readings of an object naturally floating or forced to be partially or fully immersed in water contained in a beaker sitting on an electronic scale balance. Students were asked to predict, observe and explain each case. The teacher facilitated the learning by asking probing questions, giving…
Metal release from simulated fixed orthodontic appliances.
Hwang, C J; Shin, J S; Cha, J Y
2001-10-01
Most orthodontic appliances and archwires are stainless steel or nickel-titanium (NiTi) alloys that can release metal ions, with saliva as the medium. To measure metal released from the fixed orthodontic appliances currently in use, we fabricated simulated fixed orthodontic appliances that corresponded to half of the maxillary arch and soaked them in 50 mL of artificial saliva (pH 6.75 +/- 0.15, 37 degrees C) for 3 months. We used brackets, tubes, and bands made by Tomy (Tokyo, Japan). Four groups were established according to the appliance manufacturer and the type of metal in the .016 x .022-in archwires. Groups A and B were stainless steel archwires from Ormco (Glendora, Calif) and Dentaurum (Ispringen, Germany), respectively, and groups C and D were both NiTi archwires with Ormco's copper NiTi and Tomy's Bioforce sentalloy, respectively. Stainless steel archwires were heat treated in an electric furnace at 500 degrees C for 1 minute and quenched in water. We measured the amount of metal released from each group by immersion time. Our conclusions were as follows: (1) there was no increase in the amount of chromium released after 4 weeks in group A, 2 weeks in group B, 3 weeks in group C, and 8 weeks in group D; (2) there was no increase in the amount of nickel released after 2 weeks in group A, 3 days in group B, 7 days in group C, and 3 weeks in group D; and (3) there was no increase in the amount of iron released after 2 weeks in group A, 3 days in group B, and 1 day in groups C and D. In our 3-month-long investigation, we saw a decrease in metal released as immersion time increased.
Tipsy punters: sauropod dinosaur pneumaticity, buoyancy and aquatic habits.
Henderson, Donald M
2004-05-07
Sauropod dinosaurs were the largest terrestrial animals to have ever existed, and are difficult to interpret as living animals owing to their lack of living descendants. With computer models that employ the basic physics of buoyancy and equilibrium, it is possible to investigate how the bodies of these animals would have reacted when immersed in water. Multi-tonne sauropods are found to be extremely buoyant and unstable in water when aspects of their probable respiratory anatomy are considered, which obviates the old problem of them being unable to breathe when fully immersed. Interpretations of 'manus-only' trackways made by floating sauropods will depend on the details of buoyancy as not all sauropods float in the same manner.
Mazzotti, M; Bartoli, I; Castellazzi, G; Marzani, A
2014-09-01
The paper aims at validating a recently proposed Semi Analytical Finite Element (SAFE) formulation coupled with a 2.5D Boundary Element Method (2.5D BEM) for the extraction of dispersion data in immersed waveguides of generic cross-section. To this end, three-dimensional vibroacoustic analyses are carried out on two waveguides of square and rectangular cross-section immersed in water using the commercial Finite Element software Abaqus/Explicit. Real wavenumber and attenuation dispersive data are extracted by means of a modified Matrix Pencil Method. It is demonstrated that the results obtained using the two techniques are in very good agreement. Copyright © 2014 Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Alberta Learning, Edmonton. Direction de l'education francaise.
This teacher's guide, intended for the instruction of both French as a first language and French as a second language in an immersion setting, provides a host of strategies for teaching interactive oral presentation skills in the classroom (Grades 1 through 7). Section 1 is designed to bring the teacher's awareness to the training procedure,…
ERIC Educational Resources Information Center
Northwest Territories Dept. of Education, Culture and Employment, Yellowknife.
This teacher's guide, intended for the instruction of both French as a first language and French as a second language in an immersion setting, provides a host of strategies for teaching interactive oral presentation skills in the classroom (Grades 6 through 12). Section 1 is designed to bring the teacher's awareness to the training procedure,…
The effect of head-down tilt and water immersion on intracranial pressure in nonhuman primates
NASA Technical Reports Server (NTRS)
Keil, Lanny C.; Mckeever, Kenneth H.; Skidmore, Michael G.; Hines, John; Severs, Walter B.
1992-01-01
Intracranial pressure (ICP) is investigated in primates during and after -6-deg head-down tilt (HDT) and immersion in water to examine the effects of the headward fluid shift related to spaceflight. Following the HDT the primates are subjected to head-out thermoneutral water immersion, and the ICP is subsequently measured. ICP is found to increase from 3.8 +/- 1.1 to 5.3 +/- 1.3 mm Hg during the horizontal control period. ICP stabilizes at -6.3 +/- 1.3 mm Hg and then increases to -2.2 +/- 1.9 mm Hg during partial immersion, and ICP subsequently returns to preimmersion levels after immersion. These data indicate that exposure to HDT or water immersion lead to an early sharp increase in ICP, and water immersion alone leads to higher ICP levels. A significant conclusion of the work is that the ICP did not approach pathological levels, and this finding is relevant to human spaceflight research.
ERIC Educational Resources Information Center
Manitoba Dept. of Education and Training, Winnipeg. Curriculum Services Branch.
This report describes the June 1992 assessment of the Biologie 200 curriculum in schools in Manitoba, Canada. It contains a description and analysis of the test results and the teacher survey. The report also includes recommendations on ways to improve the Biologie 200 curriculum and how it is taught in the French Immersion program and…
Bioactive Glasses with Low Ca/P Ratio and Enhanced Bioactivity
Araújo, Marco; Miola, Marta; Baldi, Giovanni; Perez, Javier; Verné, Enrica
2016-01-01
Three new silica-based glass formulations with low molar Ca/P ratio (2–3) have been synthesized. The thermal properties, the crystalline phases induced by thermal treatments and the sintering ability of each glass formulation have been investigated by simultaneous differential scanning calorimetry-thermogravimetric analysis (DSC-TG), X-ray diffraction (XRD) and hot stage microscopy (HSM). The glasses exhibited a good sintering behavior, with two samples achieving shrinkage of 85%–95% prior to crystallization. The bioactivity of the glasses in simulated body fluid (SBF) has been investigated by performing XRD and Fourier transform infrared spectroscopy (FTIR) on the samples prior and after immersion. The glasses with lower MgO contents were able to form a fully crystallized apatite layer after three days of immersion in simulated body fluid (SBF), while for the glass exhibiting a higher MgO content in its composition, the crystallization of the Ca–P layer was achieved after seven days. The conjugation of these properties opens new insights on the synthesis of highly bioactive and mechanically strong prosthetic materials. PMID:28773350
2009-07-19
Apollo 11 astronaut Buzz Aldrin, the second man to walk on the Moon, speaks during a press conference, Monday, July 20, 2009, announcing the launch of Moon in Google Earth, an immersive 3D atlas of the Moon, accessible within Google Earth 5.0, Monday, July 20, 2009, at the Newseum in Washington. Photo Credit: (NASA/Bill Ingalls)
2009-07-19
Michael Weiss-Malik, Product Manager for Moon in Google Earth, Google, Inc., speaks during a press conference, Monday, July 20, 2009, announcing the launch of Moon in Google Earth, an immersive 3D atlas of the Moon, accessible within Google Earth 5.0, Monday, July 20, 2009, at the Newseum in Washington. Photo Credit: (NASA/Bill Ingalls)
2009-07-19
Miles O'Brien, former chief science and tech correspondent for CNN, speaks during a press conference, Monday, July 20, 2009, announcing the launch of Moon in Google Earth, an immersive 3D atlas of the Moon, accessible within Google Earth 5.0, Monday, July 20, 2009, at the Newseum in Washington. Photo Credit: (NASA/Bill Ingalls)
2009-07-19
Tiffany Montague, Technical Program Manager for NASA and Google Lunar X PRIZE, Google, Inc., speaks during a press conference, Monday, July 20, 2009, announcing the launch of Moon in Google Earth, an immersive 3D atlas of the Moon, accessible within Google Earth 5.0, Monday, July 20, 2009, at the Newseum in Washington. Photo Credit: (NASA/Bill Ingalls)
2009-07-19
Yoshinori Yoshimura, a respresentative from the Japan Aerospace Exploration Agency (JAXA), speaks during a press conference, Monday, July 20, 2009, announcing the launch of Moon in Google Earth, an immersive 3D atlas of the Moon, accessible within Google Earth 5.0, Monday, July 20, 2009, at the Newseum in Washington. Photo Credit: (NASA/Bill Ingalls)
2004-12-01
handling using the X10 home automation protocol. Each 3D graphics client renders its scene according to an assigned virtual camera position. By having...control protocol. DMX is a versatile and robust framework which overcomes limitations of the X10 home automation protocol which we are currently using
AxeCorp's "Team Challenge": Teaching Teamwork via 3D Social Networking Platforms
ERIC Educational Resources Information Center
Carmichael, Kendra
2011-01-01
To prepare business communication undergraduates for a changing work world and to engage today's tech-savvy students, many instructors have embraced social media by incorporating its use in the classroom. This article describes AxeCorp, a fictional company headquartered on the immersive social networking platform, Second Life, and one particular…
21 CFR 184.1976 - Candelilla wax.
Code of Federal Regulations, 2014 CFR
2014-04-01
.... It is a hard, yellowish-brown, opaque-to-translucent wax. Candelilla wax is prepared by immersing the plants in boiling water containing sulfuric acid and skimming off the wax that rises to the surface. It... this chapter and in hard candy as defined in § 170.3(n)(25) of this chapter. (d) Prior sanctions for...
Pre-Service Teachers Designing Virtual World Learning Environments
ERIC Educational Resources Information Center
Jacka, Lisa; Booth, Kate
2012-01-01
Integrating Information Technology Communications in the classroom has been an important part of pre-service teacher education for over a decade. The advent of virtual worlds provides the pre-service teacher with an opportunity to study teaching and learning in a highly immersive 3D computer-based environment. Virtual worlds also provide a place…
Pfeifer, Agathe; Smulders, Frans J M; Paulsen, Peter
2014-07-01
We investigated the influence of lactic acid treatment of pheasant meat before vacuum-packaged storage of 3, 7, and 10 d at +6°C on microbiota and pH. Breast muscle samples were collected from carcasses of slaughtered as well as from hunted (shot) wild pheasants. Immersion of meat samples in 3% (wt/wt) lactic acid for 60 s effectuated a significant drop in pH of approximately 0.5 to 0.7 units, which remained during the entire storage period. In parallel, total aerobic counts of such treated and stored samples were on an average 1.5 to 1.7 log units lower than in non-acid-treated samples. Similar results were found for Enterobacteriaceae. A significant decrease in pH was measured at d 7 and 10 in the acid-treated samples in comparison with the untreated ones. In summary, the immersion of pheasant breast meat cuts in dilute lactic acid significantly reduced microbiota during vacuum-packed storage, even at slight temperature abuse conditions. © 2014 Poultry Science Association Inc.
NASA Astrophysics Data System (ADS)
Klippel, A.; Zhao, J.; Masrur, A.; Wallgruen, J. O.; La Femina, P. C.
2017-12-01
We present work along the virtuality continuum showcasing both AR and VR environments for geoscience applications and research. The AR/VR project focusses on one of the most prominent landmarks on the Penn State campus which, at the same time, is a representation of the geology of Pennsylvania. The Penn State Obelisk is a 32" high, 51 ton monument composed of 281 rocks collected from across Pennsylvania. While information about its origins and composition are scattered in articles and some web databases, we compiled all the available data from the web and archives and curated them as a basis for an immersive xR experience. Tabular data was amended by xR data such as 360° photos, videos, and 3D models (e.g., the Obelisk). Our xR (both AR and VR) prototype provides an immersive analytical environment that supports interactive data visualization and virtual navigation in a natural environment (a campus model of today and of 1896, the year of the Obelisk's installation). This work-in-progress project can provide an interactive immersive learning platform (specifically, for K-12 and introductory level geosciences students) where learning process is enhanced through seamless navigation between 3D data space and physical space. The, second, VR focused application is creating and empirically evaluating virtual reality (VR) experiences for geosciences research, specifically, an interactive volcano experience based on LiDAR and image data of Iceland's Thrihnukar volcano. The prototype addresses the lack of content and tools for immersive virtual reality (iVR) in geoscientific education and research and how to make it easier to integrate iVR into research and classroom experiences. It makes use of environmentally sensed data such that interaction and linked content can be integrated into a single experience. We discuss our workflows as well as methods and authoring tools for iVR analysis and creation of virtual experiences. These methods and tools aim to enhance the utility of geospatial data from repositories such as OpenTopography.org through unlocking treasure-troves of geospatial data for VR applications. Their enhanced accessibility in education and research for the geosciences and beyond will benefit geoscientists and educators who cannot be expected to be VR and 3D application experts.
1982-06-15
tiers d’octave, le nombre de mesures de bruit etait limite a trois . On a prefere etudier 1’influence de 1’immersion avec des hydrophones om...bateaux presents dans le secteur . Un minimum serait la reproduction d’un scope radar donnant le nombre et les positions des bruiteurs. Rien d’em...d’environnement pour la pluie, le vent, 1’interception radar (fig.2). 5.2. Ligne sous-marine (fig.3) . Les trois hydrophones et le reseau de
NASA Technical Reports Server (NTRS)
Frank, Andreas O.; Twombly, I. Alexander; Barth, Timothy J.; Smith, Jeffrey D.; Dalton, Bonnie P. (Technical Monitor)
2001-01-01
We have applied the linear elastic finite element method to compute haptic force feedback and domain deformations of soft tissue models for use in virtual reality simulators. Our results show that, for virtual object models of high-resolution 3D data (>10,000 nodes), haptic real time computations (>500 Hz) are not currently possible using traditional methods. Current research efforts are focused in the following areas: 1) efficient implementation of fully adaptive multi-resolution methods and 2) multi-resolution methods with specialized basis functions to capture the singularity at the haptic interface (point loading). To achieve real time computations, we propose parallel processing of a Jacobi preconditioned conjugate gradient method applied to a reduced system of equations resulting from surface domain decomposition. This can effectively be achieved using reconfigurable computing systems such as field programmable gate arrays (FPGA), thereby providing a flexible solution that allows for new FPGA implementations as improved algorithms become available. The resulting soft tissue simulation system would meet NASA Virtual Glovebox requirements and, at the same time, provide a generalized simulation engine for any immersive environment application, such as biomedical/surgical procedures or interactive scientific applications.
Dynamic Response of an Energy Harvesting Device Under Realistic Flow Conditions
NASA Astrophysics Data System (ADS)
O'Connor, Joseph; Revell, Alistair
2017-11-01
The need for reliable, cost-efficient, green energy alternatives has led to increased research in the area of energy harvesting. One approach to energy harvesting is to take advantage of self-sustaining flow-induced vibrations. Through the use of a piezoelectric flag, the mechanical strain from the flapping motion can be converted into electrical energy. While such devices show a lot of promise, the fluid-structure-electrical interactions are highly nonlinear and their response to off-design variations in flow conditions, such as those likely to be encountered upon deployment, is relatively unexplored. The purpose of the present work is to examine how a representative energy harvesting device performs in realistic atmospheric flow conditions involving wind gusts with spatial and temporal variations. A recently developed lattice-Boltzmann-immersed boundary-finite element model is used to perform fully-coupled 3D simulations of the fluid-structure system. For a range of unsteady flow conditions the resulting flow features and structural motion are examined and key behaviour modes are mapped out. The findings of this work will be particularly relevant for self-powered remote sensing networks, which often require deployment in unpredictable and varied environments.
Into hot water head first: distribution of intentional and unintentional immersion burns.
Daria, Sonya; Sugar, Naomi F; Feldman, Kenneth W; Boos, Stephen C; Benton, Scott A; Ornstein, Amy
2004-05-01
Experience with several, previously unreported, intentional face-first immersion burns led us to evaluate the distribution of inflicted and unintentional immersion scald burns in a hospital series. (1) Authors' clinical and legal practices; (2) Burn center at regional Level 1 trauma hospital. : (1) Case series of face-first, inflicted immersion burn victims; (2) Consecutive hospitalized scald burn victims younger than 5 years old, 1/3/1996 to 3/25/2000. (1) Individual case reports; (2) Retrospective records review. Simple descriptive statistics, Fisher Exact test and t test. (1) Six cases of inflicted head and neck immersion injury are described. Four were tap water and 2 food/drink scalds. (2) 22/195 hospitalized victims had sustained immersion burns, 13 from tap water and 9 from other fluids. Six (46%) tap water immersions and no (0%) other immersions had inflicted injuries (P = 0.05). Two of the tap water immersions and one other source immersion included burning of the head and neck. Of these, one tap water immersion, but no other immersion, was inflicted. In no patients were head and neck injuries the sole or predominant site of scalding. In all, 9 children sustained inflicted scalds. Bilateral lower extremity tap water immersion scalds occurred in 100% (6/6) of abusive and 29% (2/7) of unintentional injuries (P = 0.02). Buttock and perineal injuries occurred in 67% (4/6) inflicted versus 29% (2/7) unintentional tap water immersion scalds (P = 0.28). Other fluids caused bilateral lower extremity immersion burns in 3/9 (33 %) unintentionally injured patients, but no abused children (NS). Craniofacial immersion injury, although seen by the authors in legal cases, is infrequent. It was present incidentally in one inflicted tap water burn in the consecutive hospital series. This series affirms the predominance of bilateral lower extremity burns in inflicted tap water immersions. Buttock/perineal immersions were more common with abuse than with unintentional injury.
Blaker, J J; Nazhat, S N; Boccaccini, A R
2004-01-01
A novel silver-doped bioactive glass powder (AgBG) was used to coat resorbable Vicryl (polyglactin 910) and non-resorbable Mersilk surgical sutures, thereby imparting bioactive, antimicrobial and bactericidal properties to the sutures. Stable and homogeneous coatings on the surface of the sutures were achieved using an optimised aqueous slurry-dipping technique. Dynamic mechanical analysis (DMA) was used to investigate the viscoelastic parameters of storage modulus and tandelta and thermal transitions of the as-received and composite (coated) sutures. The results generally showed that the bioactive glass coating did not affect the dynamic mechanical and thermal properties of the sutures. The in vitro bioactivity of the sutures was tested by immersion in simulated body fluid (SBF). After only 3 days of immersion in SBF, bonelike hydroxyapatite formed on the coated suture surfaces, indicating their enhanced bioactive behaviour. Resorbable sutures with bioactive coatings as fabricated here, in conjunction with 3-D textile technology, may provide attractive materials for producing 3-D scaffolds with controlled porosities for tissue engineering applications. The bactericidal properties imparted by the Ag-containing glass coating open also new opportunities for use of the composite sutures in wound healing and body wall repair.
Three dimensional live-cell STED microscopy at increased depth using a water immersion objective
NASA Astrophysics Data System (ADS)
Heine, Jörn; Wurm, Christian A.; Keller-Findeisen, Jan; Schönle, Andreas; Harke, Benjamin; Reuss, Matthias; Winter, Franziska R.; Donnert, Gerald
2018-05-01
Modern fluorescence superresolution microscopes are capable of imaging living cells on the nanometer scale. One of those techniques is stimulated emission depletion (STED) which increases the microscope's resolution many times in the lateral and the axial directions. To achieve these high resolutions not only close to the coverslip but also at greater depths, the choice of objective becomes crucial. Oil immersion objectives have frequently been used for STED imaging since their high numerical aperture (NA) leads to high spatial resolutions. But during live-cell imaging, especially at great penetration depths, these objectives have a distinct disadvantage. The refractive index mismatch between the immersion oil and the usually aqueous embedding media of living specimens results in unwanted spherical aberrations. These aberrations distort the point spread functions (PSFs). Notably, during z- and 3D-STED imaging, the resolution increase along the optical axis is majorly hampered if at all possible. To overcome this limitation, we here use a water immersion objective in combination with a spatial light modulator for z-STED measurements of living samples at great depths. This compact design allows for switching between objectives without having to adapt the STED beam path and enables on the fly alterations of the STED PSF to correct for aberrations. Furthermore, we derive the influence of the NA on the axial STED resolution theoretically and experimentally. We show under live-cell imaging conditions that a water immersion objective leads to far superior results than an oil immersion objective at penetration depths of 5-180 μm.
Infection Control in Air Force Dental Clinics,
1980-12-01
x n. ’ ’, ,’ ,,, ,, , f’K water, sodium hypochlorite , -r dISrhI. Chlorine--Sodiu n hypochlori e solution d, id I,:t - , ical nondi sposable and...ethylene oxide. Dipi?1f’et using a 10- minute glutaraldehyde soak, a 1-minute sodium hypochlorite soak (unless instru- ments contain metal), or an...nonmetal, immerse it in 1:10 diluted sodium hypochlorite (household bleach) for 2-3 minutes. If possible, in the dental treatment room scrub
Immersive Education, an Annotated Webliography
ERIC Educational Resources Information Center
Pricer, Wayne F.
2011-01-01
In this second installment of a two-part feature on immersive education a webliography will provide resources discussing the use of various types of computer simulations including: (a) augmented reality, (b) virtual reality programs, (c) gaming resources for teaching with technology, (d) virtual reality lab resources, (e) virtual reality standards…
Borazjani, Iman; Ge, Liang; Sotiropoulos, Fotis
2010-01-01
The sharp-interface CURVIB approach of Ge and Sotiropoulos [L. Ge, F. Sotiropoulos, A Numerical Method for Solving the 3D Unsteady Incompressible Navier-Stokes Equations in Curvilinear Domains with Complex Immersed Boundaries, Journal of Computational Physics 225 (2007) 1782–1809] is extended to simulate fluid structure interaction (FSI) problems involving complex 3D rigid bodies undergoing large structural displacements. The FSI solver adopts the partitioned FSI solution approach and both loose and strong coupling strategies are implemented. The interfaces between immersed bodies and the fluid are discretized with a Lagrangian grid and tracked with an explicit front-tracking approach. An efficient ray-tracing algorithm is developed to quickly identify the relationship between the background grid and the moving bodies. Numerical experiments are carried out for two FSI problems: vortex induced vibration of elastically mounted cylinders and flow through a bileaflet mechanical heart valve at physiologic conditions. For both cases the computed results are in excellent agreement with benchmark simulations and experimental measurements. The numerical experiments suggest that both the properties of the structure (mass, geometry) and the local flow conditions can play an important role in determining the stability of the FSI algorithm. Under certain conditions unconditionally unstable iteration schemes result even when strong coupling FSI is employed. For such cases, however, combining the strong-coupling iteration with under-relaxation in conjunction with the Aitken’s acceleration technique is shown to effectively resolve the stability problems. A theoretical analysis is presented to explain the findings of the numerical experiments. It is shown that the ratio of the added mass to the mass of the structure as well as the sign of the local time rate of change of the force or moment imparted on the structure by the fluid determine the stability and convergence of the FSI algorithm. The stabilizing role of under-relaxation is also clarified and an upper bound of the required for stability under-relaxation coefficient is derived. PMID:20981246
NASA Astrophysics Data System (ADS)
Borazjani, Iman; Ge, Liang; Sotiropoulos, Fotis
2008-08-01
The sharp-interface CURVIB approach of Ge and Sotiropoulos [L. Ge, F. Sotiropoulos, A numerical method for solving the 3D unsteady incompressible Navier-Stokes equations in curvilinear domains with complex immersed boundaries, Journal of Computational Physics 225 (2007) 1782-1809] is extended to simulate fluid structure interaction (FSI) problems involving complex 3D rigid bodies undergoing large structural displacements. The FSI solver adopts the partitioned FSI solution approach and both loose and strong coupling strategies are implemented. The interfaces between immersed bodies and the fluid are discretized with a Lagrangian grid and tracked with an explicit front-tracking approach. An efficient ray-tracing algorithm is developed to quickly identify the relationship between the background grid and the moving bodies. Numerical experiments are carried out for two FSI problems: vortex induced vibration of elastically mounted cylinders and flow through a bileaflet mechanical heart valve at physiologic conditions. For both cases the computed results are in excellent agreement with benchmark simulations and experimental measurements. The numerical experiments suggest that both the properties of the structure (mass, geometry) and the local flow conditions can play an important role in determining the stability of the FSI algorithm. Under certain conditions the FSI algorithm is unconditionally unstable even when strong coupling FSI is employed. For such cases, however, combining the strong coupling iteration with under-relaxation in conjunction with the Aitken's acceleration technique is shown to effectively resolve the stability problems. A theoretical analysis is presented to explain the findings of the numerical experiments. It is shown that the ratio of the added mass to the mass of the structure as well as the sign of the local time rate of change of the force or moment imparted on the structure by the fluid determine the stability and convergence of the FSI algorithm. The stabilizing role of under-relaxation is also clarified and the upper bound of the under-relaxation coefficient, required for stability, is derived.
NASA Astrophysics Data System (ADS)
Murkute, Punam; Ghadi, Hemant; Saha, Shantanu; Chavan, Vinayak; Chakrabarti, Subhananda
2018-03-01
High band gap (3.34 eV) and large exciton binding energy (60 meV) at room temperature facilitates ZnO as a useful candidate for optoelectronics devices. Presence of zinc interstitial and oxygen vacancies results in n-type ZnO film. Phosphorus implantation was carried out using plasma immersion ion implantation technique (2kV, 900W) for constant duration (50 s) on RF sputtered ZnO thin films (Sample A). For dopant activation, sample A was subjected to Rapid Thermal Annealing (RTA) at 700, 800, 900 and 1000°C for 10 s in Oxygen ambient (Sample B, C, D, E). Low temperature (18 K) photoluminescence measurement demonstrated strong donor bound exciton peak for sample A. Dominant donor to acceptor pair peak (DAP) was observed for sample D at around 3.22 eV with linewidth of 131.3 meV. High resolution x-ray diffraction measurement demonstrated (001) and (002) peaks for sample A. (002) peak with high intensity was observed from all annealed samples. Incorporation of phosphorus in ZnO films leads to peak shift towards higher 2θ angle indicate tensile strain in implanted samples. Scanning electron microscopy images reveals improvement in grain size distribution along with reduction of implantation related defects. Raman spectra measured A1(LO) peak at around 576 cm-1 for sample A. Low intensity E2 (high) peak was observed for sample D indicating formation of (PZn+2VZn) complexes. From room temperature Hall measurement, sample D measured 1.17 x 1018 cm -3 carrier concentration with low resistivity of 0.464 Ω.
Effect of segmental, localized lower limb cooling on dynamic balance.
Montgomery, Roger E; Hartley, Geoffrey L; Tyler, Christopher J; Cheung, Stephen S
2015-01-01
This study aimed to determine the effect of cooling progressively greater portions of the lower extremities on dynamic balance and neuromuscular activation. Ten healthy males (22.8 ± 3.4 yr, 76.5 ± 9.1 kg) performed one room air temperature control (22.4°C ± 0.8°C) and three trials of cold water immersion at 12°C (lateral malleolus, ankle; lateral femoral epicondyle, knee; anterior superior iliac spine, hip) for 10 min before performing a unipedal balance test (Star Excursion Balance Test (SEBT)) with their dominant limb. Muscle activation of the vastus lateralis, biceps femoris, tibialis anterior, and lateral gastrocnemius was measured with surface EMG during the SEBT. Core temperature remained euthermic throughout all trials. Gastrocnemius temperature decreased from control (30.4°C ± 0.5°C) with knee (23.7°C ± 1.7°C) and hip immersion (22.4°C ± 1.0°C), whereas vastus lateralis temperature decreased from control (33.7°C ± 1.7°C) with hip immersion (27.3°C ± 2.0°C) (P < 0.01 for all comparisons). Cold water immersion influenced mean anterior and posterior reach distance on the SEBT in a dose-dependent fashion. Compared with those in control, mean anterior and posterior SEBT reach distances were not decreased with ankle (-1.38% and -0.74%, respectively) and knee immersion (-2.48% and -2.74%), whereas hip immersion significantly reduced SEBT by 4.73% and 4.05% (P < 0.05, d = 0.52-0.58). Muscle activation was largely unaffected as the lower extremities were cooled, with only the lateral gastrocnemius during the anterior SEBT approaching a decrease (P = 0.059). Cooling larger portions of the lower extremities progressively affect dynamic balance, and thermal protection strategies should focus on maintaining temperature in the large muscle mass of the thigh.
NASA Astrophysics Data System (ADS)
Karampourniotis, Antonios
Since transmission capacities have significantly increased over the past few years, researchers are now able to transmit a larger amount of data, namely multichannel audio content, in the consumer applications. What has not been investigated in a systematic way yet is how to deliver the multichannel content. Specifically, researchers' attention is focused on the quest of a standardized immersive reproduction format that incorporates height loudspeakers coupled with the new high-resolution and three-dimensional (3D) media content for a comprehensive 3D experience. To better understand and utilize the immersive audio reproduction, this research focused on the (1) interaction between the positioning of height loudspeakers and the signals fed to the loudspeakers, (2) investigation of the perceptual characteristics associated with the height ambiences, and (3) the influence of inverse filtering on perceived sound quality for the realistic 3D sound reproduction. The experiment utilized the existence of two layers of loudspeakers: horizontal layer following the ITU-R BS.775 five-channel loudspeaker configuration and height layer locating a total of twelve loudspeakers at the azimuth of +/-30°, +/-50°, +/-70°, +/-90°, +/-110° and +/-130° and elevation of 30°. Eight configurations were formed, each of which selected four height-loudspeakers from twelve. In the subjective evaluation, listeners compared, ranked and described the eight randomly presented configurations of 4-channel height ambiences. The stimuli for the experiment were four nine-channel (5 channels for the horizontal and 4 for the height loudspeakers) multichannel music. Moreover, an approach of Finite Impulse Response (FIR) inverse filtering was attempted, in order to remove the particular room's acoustic influence. Another set of trained professionals was informally asked to use descriptors to characterize the newly presented multichannel music with height ambiences rendered with inverse filtering. The experimental results indicate the significance of the positioning of the loudspeakers with respect to the signals being fed to those loudspeakers in delivering a 3D sound field. Furthermore, it has been revealed that the perceptual characteristics that listeners linked for multichannel music with height ambiences include envelopment, elevatedness and fullness. Last but not least, after applying the inverse filtering the subjective preference was not affected significantly. This allows for the author to believe that, in fact, the room's influence with respect to the subjective evaluation is not as important as the appropriate loudspeaker-positioning for the multichannel-reproduced music with height ambiences.
Effects of immersion water temperature on whole-body fluid distribution in humans.
Stocks, J M; Patterson, M J; Hyde, D E; Jenkins, A B; Mittleman, K D; Taylor, N A S
2004-09-01
In this study, we quantified acute changes in the intracellular and extracellular fluid compartments during upright neutral- and cold-water immersion. We hypothesized that, during short-term cold immersion, fluid shifts would be wholly restricted to the extracellular space. Seven males were immersed 30 days apart: control (33.3 degrees SD 0.6 degrees C); and cold (18.1 degrees SD 0.3 degrees C). Posture was controlled for 4 h prior to a 60-min seated immersion. Significant reductions in terminal oesophageal (36.9 degrees +/- 0.1 degrees -36.3 degrees +/- 0.1 degrees C) and mean skin temperatures (30.3 degrees +/- 0.3 degrees -23.0 degrees +/- 0.3 degrees C) were observed during the cold, but not the control immersion. Both immersions elicited a reduction in intracellular fluid [20.17 +/- 6.02 mL kg(-1) (control) vs. 22.72 +/- 9.90 mL kg(-1)], while total body water (TBW) remained stable. However, significant plasma volume (PV) divergence was apparent between the trials at 60 min [12.5 +/- 1.0% (control) vs. 6.1 +/- 3.1%; P < 0.05], along with a significant haemodilution in the control state (P < 0.05). Plasma atrial natriuretic peptide concentration increased from 18.0 +/- 1.6 to 58.7 +/- 15.1 ng L(-1) (P < 0.05) during cold immersion, consistent with its role in PV regulation. We observed that, regardless of the direction of the PV change, both upright immersions elicited reductions in intracellular fluid. These observations have two implications. First, one cannot assume that PV changes reflect those of the entire extracellular compartment. Second, since immersion also increases interstitial fluid pressure, fluid leaving the interstitium must have been rapidly replaced by intracellular water.
NASA Astrophysics Data System (ADS)
Erickson, David; Lacheray, Hervé; Lai, Gilbert; Haddadi, Amir
2014-06-01
This paper presents the latest advancements of the Haptics-based Immersive Tele-robotic System (HITS) project, a next generation Improvised Explosive Device (IED) disposal (IEDD) robotic interface containing an immersive telepresence environment for a remotely-controlled three-articulated-robotic-arm system. While the haptic feedback enhances the operator's perception of the remote environment, a third teleoperated dexterous arm, equipped with multiple vision sensors and cameras, provides stereo vision with proper visual cues, and a 3D photo-realistic model of the potential IED. This decentralized system combines various capabilities including stable and scaled motion, singularity avoidance, cross-coupled hybrid control, active collision detection and avoidance, compliance control and constrained motion to provide a safe and intuitive control environment for the operators. Experimental results and validation of the current system are presented through various essential IEDD tasks. This project demonstrates that a two-armed anthropomorphic Explosive Ordnance Disposal (EOD) robot interface can achieve complex neutralization techniques against realistic IEDs without the operator approaching at any time.
ERIC Educational Resources Information Center
Alberta Learning, Edmonton. Direction de l'education francaise.
The document comprises 42 inserts to be included in the List of Books (4-6) for French as a Second Language (Immersion)--a selection of works of youth literature--published by Alberta Learning in 2000. Thirty-seven of the items appeal to the world of imagination and esthetics, and five items are of an informative nature. An appendix, entitled "How…
Wiens, Curtis N.; Artz, Nathan S.; Jang, Hyungseok; McMillan, Alan B.; Reeder, Scott B.
2017-01-01
Purpose To develop an externally calibrated parallel imaging technique for three-dimensional multispectral imaging (3D-MSI) in the presence of metallic implants. Theory and Methods A fast, ultrashort echo time (UTE) calibration acquisition is proposed to enable externally calibrated parallel imaging techniques near metallic implants. The proposed calibration acquisition uses a broadband radiofrequency (RF) pulse to excite the off-resonance induced by the metallic implant, fully phase-encoded imaging to prevent in-plane distortions, and UTE to capture rapidly decaying signal. The performance of the externally calibrated parallel imaging reconstructions was assessed using phantoms and in vivo examples. Results Phantom and in vivo comparisons to self-calibrated parallel imaging acquisitions show that significant reductions in acquisition times can be achieved using externally calibrated parallel imaging with comparable image quality. Acquisition time reductions are particularly large for fully phase-encoded methods such as spectrally resolved fully phase-encoded three-dimensional (3D) fast spin-echo (SR-FPE), in which scan time reductions of up to 8 min were obtained. Conclusion A fully phase-encoded acquisition with broadband excitation and UTE enabled externally calibrated parallel imaging for 3D-MSI, eliminating the need for repeated calibration regions at each frequency offset. Significant reductions in acquisition time can be achieved, particularly for fully phase-encoded methods like SR-FPE. PMID:27403613
NASA Astrophysics Data System (ADS)
Navvab, Mojtaba; Bisegna, Fabio; Gugliermetti, Franco
2013-05-01
Saint Rocco Museum, a historical building in Venice, Italy is used as a case study to explore the performance of its' lighting system and visible light impact on viewing the large size art works. The transition from threedimensional architectural rendering to the three-dimensional virtual luminance mapping and visualization within a virtual environment is described as an integrated optical method for its application toward preservation of the cultural heritage of the space. Lighting simulation programs represent color as RGB triplets in a devicedependent color space such as ITU-R BT709. Prerequisite for this is a 3D-model which can be created within this computer aided virtual environment. The onsite measured surface luminance, chromaticity and spectral data were used as input to an established real-time indirect illumination and a physically based algorithms to produce the best approximation for RGB to be used as an input to generate the image of the objects. Conversion of RGB to and from spectra has been a major undertaking in order to match the infinite number of spectra to create the same colors that were defined by RGB in the program. The ability to simulate light intensity, candle power and spectral power distributions provide opportunity to examine the impact of color inter-reflections on historical paintings. VR offers an effective technique to quantify the visible light impact on human visual performance under precisely controlled representation of light spectrum that could be experienced in 3D format in a virtual environment as well as historical visual archives. The system can easily be expanded to include other measurements and stimuli.
Biomimetic component coating on 3D scaffolds using high bioactivity of mesoporous bioactive ceramics
Yun, Hui-suk; Kim, Sang-Hyun; Khang, Dongwoo; Choi, Jungil; Kim, Hui-hoon; Kang, Minji
2011-01-01
Background Mesoporous bioactive glasses (MBGs) are very attractive materials for use in bone tissue regeneration because of their extraordinarily high bone-forming bioactivity in vitro. That is, MBGs may induce the rapid formation of hydroxy apatite (HA) in simulated body fluid (SBF), which is a major inorganic component of bone extracellular matrix (ECM) and comes with both good osteoconductivity and high affinity to adsorb proteins. Meanwhile, the high bioactivity of MBGs may lead to an abrupt initial local pH variation during the initial Ca ion-leaching from MBGs at the initial transplant stage, which may induce unexpected negative effects on using them in in vivo application. In this study we suggest a new way of using MBGs in bone tissue regeneration that can improve the strength and make up for the weakness of MBGs. We applied the outstanding bone-forming bioactivity of MBG to coat the main ECM components HA and collagen on the MBG-polycarplolactone (PCL) composite scaffolds for improving their function as bone scaffolds in tissue regeneration. This precoating process can also expect to reduce initial local pH variation of MBGs. Methods and materials The MBG-PCL scaffolds were immersed in the mixed solution of the collagen and SBF at 37°C for 24 hours. The coating of ECM components on the MBG-PCL scaffolds and the effect of ECM coating on in vitro cell behaviors were confirmed. Results The ECM components were fully coated on MBG-PCL scaffolds after immersing in SBF containing dilute collagen-I solution only for 24 hours due to the high bone-forming bioactivity of MBG. Both cell affinity and osteoconductivity of MBG-PCL scaffolds were dramatically enhanced by this precoating process. Conclusion The precoating process of ECM components on MBG-PCL scaffold using a high bioactivity of MBG was not only effective in enhancing the functionality of scaffolds but also effective in eliminating the unexpected side effect. The MBG-PCL scaffold-coated ECM components ideally satisfied the required conditions of scaffold in tissue engineering, including 3D well-interconnected pore structures with high porosity, good bioactivity, enhanced cell affinity, biocompatibility, osteoconductivity, and sufficient mechanical properties, and promise excellent potential application in the field of biomaterials. PMID:22072886
Cultural Immersion: Developing a Community of Practice of Teachers and Aboriginal Community Members
ERIC Educational Resources Information Center
Burgess, Cathie; Cavanagh, Paddy
2016-01-01
A lack of teacher awareness of the cultural and historical background of Aboriginal students has long been recognised as a major causative factor in the failure of Australian schools to fully engage Aboriginal students and deliver equitable educational outcomes for them. Using Wenger's communities of practice framework, this paper analyses the…
ERIC Educational Resources Information Center
Ausburn, Lynna J.; Ausburn, Floyd B.
2004-01-01
Virtual Reality has been defined in many different ways and now means different things in various contexts. VR can range from simple environments presented on a desktop computer to fully immersive multisensory environments experienced through complex headgear and bodysuits. In all of its manifestations, VR is basically a way of simulating or…
The Solar System/El Sistema Solar--A Fully Integrated Instructional Unit.
ERIC Educational Resources Information Center
Van Heukelem, Tom; Mercado, Maria de Jesus
This lesson plan for the second grade uses information on the solar system to provide science education for limited-English-proficient (LEP) students in San Diego, California. The lesson has been developed to be taught in a bilingual class, a Spanish-language immersion class, or a two-way bilingual class. Lessons are arranged so that native…
ERIC Educational Resources Information Center
Greffou, Selma; Bertone, Armando; Hahler, Eva-Maria; Hanssens, Jean-Marie; Mottron, Laurent; Faubert, Jocelyn
2012-01-01
Although atypical motor behaviors have been associated with autism, investigations regarding their possible origins are scarce. This study assessed the visual and vestibular components involved in atypical postural reactivity in autism. Postural reactivity and stability were measured for younger (12-15 years) and older (16-33 years) autistic…
Going with the "Flow": Teachers' Perspectives about When Things Really Work
ERIC Educational Resources Information Center
Dalton, Angela; Holoboff, Joyce; Kaniusis, Chloe; Kranenborg, Shaun; Sliva, Jessica
2014-01-01
This research studies teachers' experience with the concept of "flow." Flow can be described as a state of being in which one is fully engrossed in the activity. When activities are in "flow," there is a sense of immersion, high energy, joy, and focus. In an analysis of fifteen teachers' reflections of flow…
Virtual environment display for a 3D audio room simulation
NASA Technical Reports Server (NTRS)
Chapin, William L.; Foster, Scott H.
1992-01-01
The development of a virtual environment simulation system integrating a 3D acoustic audio model with an immersive 3D visual scene is discussed. The system complements the acoustic model and is specified to: allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; reinforce the listener's feeling of telepresence in the acoustical environment with visual and proprioceptive sensations; enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations.
NASA Astrophysics Data System (ADS)
Park, Joonhan; Choi, Yunkyoung; Lee, Myungjae; Jeon, Heonsu; Kim, Sunghwan
2014-12-01
A fully biocompatible plasmonic quasi-3D nanostructure is demonstrated by a simple and reliable fabrication method using strong adhesion between gold and silk fibroin. The quasi-3D nature gives rise to complex photonic responses in reflectance that are prospectively useful in bio/chemical sensing applications. Laser interference lithography is utilized to fabricate large-area plasmonic nanostructures.A fully biocompatible plasmonic quasi-3D nanostructure is demonstrated by a simple and reliable fabrication method using strong adhesion between gold and silk fibroin. The quasi-3D nature gives rise to complex photonic responses in reflectance that are prospectively useful in bio/chemical sensing applications. Laser interference lithography is utilized to fabricate large-area plasmonic nanostructures. Electronic supplementary information (ESI) available: The incident angle dependence of reflectance spectra and the atomic force microscopy image of the Au nanoparticle array on a silk film after 1 hour of ultrasonication. See DOI: 10.1039/c4nr05172f
Öztürk, Elif; Güder, Gizem
2015-01-01
The aim of this study was to evaluate the 3-dimensional (3D) surface topography and color stability of four different resin composites after immersion in different soft-beverages. One hundred sixty disk-shaped specimens (diameter: 10 mm, and thickness: 2 mm) were made from four different resin composites (i.e., Filtek Z550, Tetric N-Ceram, Clearfil Majesty Esthetic, and Cavex Quadrant Universal LC). Each specimen was cured under mylar strips for 20 sec for both top and bottom surfaces. All of the specimens were stored in distilled water for 24 h at 37°C. Surface measurements were carried out using a noncontact 3D-optical-profilometer in terms of surface topography (Ra values). Color measurements of each specimen were performed with Vita Easy Shade system. All the measurements were performed at baseline and after 30 days of immersion in the selected soft-beverages (Redbull, Coca-Cola and Dimes-Lemonade). Control groups were stored in distilled water during the study. Ra values and color changes (ΔE values) of the groups were recorded. The data were statistically analyzed using a one way ANOVA and Tukey's post-hoc tests (SPSS 18.0). The tested soft-beverages in the present study caused color changes at a 30-day evaluation period for the tested resin composites (p < 0.05). However, 3D surface topography of resin composites was not influenced by the tested soft-beverages (p > 0.05). There was no significant interaction between the composite and beverage type on the Ra values of the resin composites (p > 0.05). No correlation was found between color stability and 3D surface topography of the resin composites. Color stability of resin composites may be affected by soft beverages. © Wiley Periodicals, Inc.
Radiological tele-immersion for next generation networks.
Ai, Z; Dech, F; Rasmussen, M; Silverstein, J C
2000-01-01
Since the acquisition of high-resolution three-dimensional patient images has become widespread, medical volumetric datasets (CT or MR) larger than 100 MB and encompassing more than 250 slices are common. It is important to make this patient-specific data quickly available and usable to many specialists at different geographical sites. Web-based systems have been developed to provide volume or surface rendering of medical data over networks with low fidelity, but these cannot adequately handle stereoscopic visualization or huge datasets. State-of-the-art virtual reality techniques and high speed networks have made it possible to create an environment for clinicians geographically distributed to immersively share these massive datasets in real-time. An object-oriented method for instantaneously importing medical volumetric data into Tele-Immersive environments has been developed at the Virtual Reality in Medicine Laboratory (VRMedLab) at the University of Illinois at Chicago (UIC). This networked-VR setup is based on LIMBO, an application framework or template that provides the basic capabilities of Tele-Immersion. We have developed a modular general purpose Tele-Immersion program that automatically combines 3D medical data with the methods for handling the data. For this purpose a DICOM loader for IRIS Performer has been developed. The loader was designed for SGI machines as a shared object, which is executed at LIMBO's runtime. The loader loads not only the selected DICOM dataset, but also methods for rendering, handling, and interacting with the data, bringing networked, real-time, stereoscopic interaction with radiological data to reality. Collaborative, interactive methods currently implemented in the loader include cutting planes and windowing. The Tele-Immersive environment has been tested on the UIC campus over an ATM network. We tested the environment with 3 nodes; one ImmersaDesk at the VRMedLab, one CAVE at the Electronic Visualization Laboratory (EVL) on east campus, and a CT scan machine in UIC Hospital. CT data was pulled directly from the scan machine to the Tele-Immersion server in our Laboratory, and then the data was synchronously distributed by our Onyx2 Rack server to all the VR setups. Instead of permitting medical volume visualization at one VR device, by combining teleconferencing, tele-presence, and virtual reality, the Tele-Immersive environment will enable geographically distributed clinicians to intuitively interact with the same medical volumetric models, point, gesture, converse, and see each other. This environment will bring together clinicians at different geographic locations to participate in Tele-Immersive consultation and collaboration.
Craniomandibular System and Postural Balance after 3-Day Dry Immersion
Treffel, Loïc; Dmitrieva, Liubov; Gauquelin-Koch, Guillemette; Custaud, Marc-Antoine; Blanc, Stéphane; Gharib, Claude; Millet, Catherine
2016-01-01
The objective of the study was to determine the influence of simulated microgravity by exposure to dry immersion on the craniomandibular system. Twelve healthy male volunteers participated in a 3-day dry immersion study. Before and immediately after exposure we measured maximal bite force using piezoresistive sensors. The mechanical properties of the jaw and cervical muscles were evaluated before, during, and after dry immersion using MyotonPRO. Because recent studies reported the effects of jaw motor activity on the postural stability of humans, stabilometric measurements of center of pressure were performed before and after dry immersion in two mandibular positions: rest position without jaw clenching, and intercuspidal position during voluntary teeth clenching. Results revealed no significant changes of maximal bite force after dry immersion. All postural parameters were significantly altered by dry immersion. There were however no significant differences in stabilometric data according to mandibular position. Moreover the masseter tonicity increased immediately after the end of dry immersion period. Dry immersion could be used as a valid model for studying the effects of microgravity on human subjects. However, 3 days appear insufficient in duration to evaluate the effects of weightlessness on maximal bite force. Our research suggests a link between postural disturbance after dry immersion and masseter tonicity. PMID:26913867
Designing a Virtual Social Space for Language Acquisition
ERIC Educational Resources Information Center
Woolson, Maria Alessandra
2012-01-01
Middleverse de Español (MdE) is an evolving platform for foreign language (FL) study, aligned to the goals of ACTFL's National Standards and 2007 MLA report. The project simulates an immersive environment in a virtual 3-D space for the acquisition of translingual and transcultural competence in Spanish meant to support content-based and…
Contextual EFL Learning in a 3D Virtual Environment
ERIC Educational Resources Information Center
Lan, Yu-Ju
2015-01-01
The purposes of the current study are to develop virtually immersive EFL learning contexts for EFL learners in Taiwan to pre- and review English materials beyond the regular English class schedule. A 2-iteration action research lasting for one semester was conducted to evaluate the effects of virtual contexts on learners' EFL learning. 132…
46 CFR 173.020 - Intact stability standards: Counterballasted and non-counterballasted vessels.
Code of Federal Regulations, 2010 CFR
2010-10-01
... not heel beyond the limits specified in paragraph (d) of this section: (1) Beam to depth—3.40 to 4.75...) of this section, the following limits of heel apply with the vessel at its deepest operating draft: (1) Protected and partially protected waters and Great Lakes in summer—heel to main deck immersion or...
46 CFR 173.020 - Intact stability standards: Counterballasted and non-counterballasted vessels.
Code of Federal Regulations, 2011 CFR
2011-10-01
... not heel beyond the limits specified in paragraph (d) of this section: (1) Beam to depth—3.40 to 4.75...) of this section, the following limits of heel apply with the vessel at its deepest operating draft: (1) Protected and partially protected waters and Great Lakes in summer—heel to main deck immersion or...
ERIC Educational Resources Information Center
Hartley, Melissa D.; Ludlow, Barbara L.; Duff, Michael C.
2015-01-01
Many colleges and universities rely upon online programs to support distance delivery of personnel preparation programs in special education and related services. These distance education programs enable individuals who live or work in rural communities to access training programs to earn teaching certification and assist rural schools in…
L2 Immersion in 3D Virtual Worlds: The Next Thing to Being There?
ERIC Educational Resources Information Center
Paillat, Edith
2014-01-01
Second Life is one of the many three-dimensional virtual environments accessible through a computer and a fast broadband connection. Thousands of participants connect to this platform to interact virtually with the world, join international communities of practice and, for some, role play groups. Unlike online role play games however, Second Life…
Students' First Impression of Second Life: A Case from the United Arab Emirates
ERIC Educational Resources Information Center
Abdallah, Salam; Douglas, Jamal
2010-01-01
Emerging 3D virtual worlds such as Second Life can offer students with opportunities to enhance learning using rich collaborative asynchronous media. Virtual worlds are believed to impact the future of higher education and therefore, universities across the world are immersing themselves inside virtual worlds to establish a unique learning and…
Park, Joonhan; Choi, Yunkyoung; Lee, Myungjae; Jeon, Heonsu; Kim, Sunghwan
2015-01-14
A fully biocompatible plasmonic quasi-3D nanostructure is demonstrated by a simple and reliable fabrication method using strong adhesion between gold and silk fibroin. The quasi-3D nature gives rise to complex photonic responses in reflectance that are prospectively useful in bio/chemical sensing applications. Laser interference lithography is utilized to fabricate large-area plasmonic nanostructures.
ERIC Educational Resources Information Center
Parkin, Michael
Students' use of French in unsupervised classroom situations and outside the classroom was investigated in immersion center schools (all students are involved in French immersion programs) and dual track schools (French immersion programs co-exist with regular English language programs). A total of 414 students in grades 3 and 4 were observed…
IB2d: a Python and MATLAB implementation of the immersed boundary method.
Battista, Nicholas A; Strickland, W Christopher; Miller, Laura A
2017-03-29
The development of fluid-structure interaction (FSI) software involves trade-offs between ease of use, generality, performance, and cost. Typically there are large learning curves when using low-level software to model the interaction of an elastic structure immersed in a uniform density fluid. Many existing codes are not publicly available, and the commercial software that exists usually requires expensive licenses and may not be as robust or allow the necessary flexibility that in house codes can provide. We present an open source immersed boundary software package, IB2d, with full implementations in both MATLAB and Python, that is capable of running a vast range of biomechanics models and is accessible to scientists who have experience in high-level programming environments. IB2d contains multiple options for constructing material properties of the fiber structure, as well as the advection-diffusion of a chemical gradient, muscle mechanics models, and artificial forcing to drive boundaries with a preferred motion.
X-band ultralow-noise maser amplifier performance
NASA Technical Reports Server (NTRS)
Glass, G. W.; Ortiz, G. G.; Johnson, D. L.
1994-01-01
Noise temperature measurements of an 8440-MHz ultralow noise maser amplifier (ULNA) have been performed at subatmospheric, liquid-helium temperatures. The traveling-wave maser was operated while immersed in a liquid helium bath. The lowest input noise temperature measured was 1.43 +/- 0.16 K at a physical temperature of 1.60 K. At this physical temperature, the observed gain per centimeter of ruby was 4.9 dB/cm. The amplifier had a 3-dB bandwidth of 76 MHz.
Virtual reality, immersion, and the unforgettable experience
NASA Astrophysics Data System (ADS)
Morie, Jacquelyn F.
2006-02-01
Virtual reality has been in the public eye for nearly forty years. Its early promise was vast: worlds we could visit and live in, if we could bend the technology to our desires. Progress was made, but along the way the original directions and challenges of fully immersive VR took a back seat to more ubiquitous technology such as games that provided many of the same functions. What was lost in this transition was the potential for VR to become a stage for encounters that are meaningful, those experiences that tap into what it means to be human. This paper describes examples of such experiences using VR technology and puts forward several avenues of thought concerning how we might reinvigorate these types of VR explorations.
Corrosion Behavior of AZ91D Magnesium Alloy in Three Different Physiological Environments
NASA Astrophysics Data System (ADS)
Zhou, Juncen; Li, Qing; Zhang, Haixiao; Chen, Funan
2014-01-01
Magnesium alloys have been considered as promising biomedical materials and were studied in different physiological environments. In this work, corrosion behavior of AZ91D magnesium alloy in artificial saliva, simulated body fluid (SBF), and 3.5 wt.% NaCl solution was investigated using electrochemical techniques and a short-term immersion test. In contrast with other physiological environments, the amount of aggressive ions in artificial saliva is small. In addition, a protective film is formed on the surface of samples in artificial saliva. Experimental results suggest that corrosion resistance of AZ91D magnesium alloy in artificial saliva is better than that in c-SBF and 3.5 wt.% NaCl solution.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Lell, R.; Grimm, K.; McKnight, R.
The Zero Power Physics Reactor (ZPPR) fast critical facility was built at the Argonne National Laboratory-West (ANL-W) site in Idaho in 1969 to obtain neutron physics information necessary for the design of fast breeder reactors. The ZPPR-20D Benchmark Assembly was part of a series of cores built in Assembly 20 (References 1 through 3) of the ZPPR facility to provide data for developing a nuclear power source for space applications (SP-100). The assemblies were beryllium oxide reflected and had core fuel compositions containing enriched uranium fuel, niobium and rhenium. ZPPR-20 Phase C (HEU-MET-FAST-075) was built as the reference flight configuration.more » Two other configurations, Phases D and E, simulated accident scenarios. Phase D modeled the water immersion scenario during a launch accident, and Phase E (SUB-HEU-MET-FAST-001) modeled the earth burial scenario during a launch accident. Two configurations were recorded for the simulated water immersion accident scenario (Phase D); the critical configuration, documented here, and the subcritical configuration (SUB-HEU-MET-MIXED-001). Experiments in Assembly 20 Phases 20A through 20F were performed in 1988. The reference water immersion configuration for the ZPPR-20D assembly was obtained as reactor loading 129 on October 7, 1988 with a fissile mass of 167.477 kg and a reactivity of -4.626 {+-} 0.044{cents} (k {approx} 0.9997). The SP-100 core was to be constructed of highly enriched uranium nitride, niobium, rhenium and depleted lithium. The core design called for two enrichment zones with niobium-1% zirconium alloy fuel cladding and core structure. Rhenium was to be used as a fuel pin liner to provide shut down in the event of water immersion and flooding. The core coolant was to be depleted lithium metal ({sup 7}Li). The core was to be surrounded radially with a niobium reactor vessel and bypass which would carry the lithium coolant to the forward inlet plenum. Immediately inside the reactor vessel was a rhenium baffle which would act as a neutron curtain in the event of water immersion. A fission gas plenum and coolant inlet plenum were located axially forward of the core. Some material substitutions had to be made in mocking up the SP-100 design. The ZPPR-20 critical assemblies were fueled by 93% enriched uranium metal because uranium nitride, which was the SP-100 fuel type, was not available. ZPPR Assembly 20D was designed to simulate a water immersion accident. The water was simulated by polyethylene (CH{sub 2}), which contains a similar amount of hydrogen and has a similar density. A very accurate transformation to a simplified model is needed to make any of the ZPPR assemblies a practical criticality-safety benchmark. There is simply too much geometric detail in an exact model of a ZPPR assembly, particularly as complicated an assembly as ZPPR-20D. The transformation must reduce the detail to a practical level without masking any of the important features of the critical experiment. And it must do this without increasing the total uncertainty far beyond that of the original experiment. Such a transformation will be described in a later section. First, Assembly 20D was modeled in full detail--every plate, drawer, matrix tube, and air gap was modeled explicitly. Then the regionwise compositions and volumes from this model were converted to an RZ model. ZPPR Assembly 20D has been determined to be an acceptable criticality-safety benchmark experiment.« less
Development of a low-cost virtual reality workstation for training and education
NASA Technical Reports Server (NTRS)
Phillips, James A.
1996-01-01
Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) it involves 3-dimensional computer graphics; (2) it includes real-time feedback and response to user actions; and (3) it must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, but the high cost of VR technology has limited its practical application to fields with big budgets, such as military combat simulation, commercial pilot training, and certain projects within the space program. However, in the last year there has been a revolution in the cost of VR technology. The speed of inexpensive personal computers has increased dramatically, especially with the introduction of the Pentium processor and the PCI bus for IBM-compatibles, and the cost of high-quality virtual reality peripherals has plummeted. The result is that many public schools, colleges, and universities can afford a PC-based workstation capable of running immersive virtual reality applications. My goal this summer was to assemble and evaluate such a system.
Liu, Fang; Zhou, Zhaoye; Jang, Hyungseok; Samsonov, Alexey; Zhao, Gengyan; Kijowski, Richard
2018-04-01
To describe and evaluate a new fully automated musculoskeletal tissue segmentation method using deep convolutional neural network (CNN) and three-dimensional (3D) simplex deformable modeling to improve the accuracy and efficiency of cartilage and bone segmentation within the knee joint. A fully automated segmentation pipeline was built by combining a semantic segmentation CNN and 3D simplex deformable modeling. A CNN technique called SegNet was applied as the core of the segmentation method to perform high resolution pixel-wise multi-class tissue classification. The 3D simplex deformable modeling refined the output from SegNet to preserve the overall shape and maintain a desirable smooth surface for musculoskeletal structure. The fully automated segmentation method was tested using a publicly available knee image data set to compare with currently used state-of-the-art segmentation methods. The fully automated method was also evaluated on two different data sets, which include morphological and quantitative MR images with different tissue contrasts. The proposed fully automated segmentation method provided good segmentation performance with segmentation accuracy superior to most of state-of-the-art methods in the publicly available knee image data set. The method also demonstrated versatile segmentation performance on both morphological and quantitative musculoskeletal MR images with different tissue contrasts and spatial resolutions. The study demonstrates that the combined CNN and 3D deformable modeling approach is useful for performing rapid and accurate cartilage and bone segmentation within the knee joint. The CNN has promising potential applications in musculoskeletal imaging. Magn Reson Med 79:2379-2391, 2018. © 2017 International Society for Magnetic Resonance in Medicine. © 2017 International Society for Magnetic Resonance in Medicine.
Contact freezing induced by biological (Snomax) and mineral dust (K-feldspar) particles
NASA Astrophysics Data System (ADS)
Hoffmann, N.; Schäfer, M.; Duft, D.; Kiselev, A. A.; Leisner, T.
2013-12-01
The contact freezing of supercooled cloud droplets is one of the potentially important and the least investigated heterogeneous mechanism of ice formation in tropospheric clouds [1]. On the time scales of cloud lifetime the freezing of supercooled water droplets via contact mechanism may occur at higher temperature compared to the same IN immersed in the droplet. In our experiment we study single water droplets freely levitated in an Electrodynamic Balance [2]. We have shown previously that the rate of freezing at given temperature is governed only by the rate of droplet -particle collision and by the properties of the contact ice nuclei [2, 3]. Recently, we have extended our experiments to feldspar, being the most abundant component of the atmospheric mineral dust particles, and Snomax, as a proxy for atmospheric biological Ice Nuclei (IN). In this contribution we show that both IN exhibits the same temperature, size and material dependency observed previously in immersion mode [4, 5]. Based on these results, we limit the number of mechanisms that could be responsible for the enhancement of contact nucleation of ice in supercooled water. [1] - Ladino, L. A., Stetzer, O., and Lohmann, U.: Contact freezing: a review, Atmos. Chem. Phys. Discuss., 13, 7811-7869, doi:10.5194/acpd-13-7811-2013, 2013. [2] - Hoffmann, N., Kiselev, A., Rzesanke, D., Duft, D., and Leisner, T.: Experimental quantification of contact freezing in an electrodynamic balance, Atmos. Meas. Tech. Discuss., 6, 3407-3437, doi:10.5194/amtd-6-3407-2013, 2013. [3] - Hoffmann, N., Duft, D., Kiselev, A., and Leisner, T.: Contact freezing efficiency of mineral dust aerosols studied in an electrodynamic balance: quantitative size and temperature dependence for illite particles, Faraday Discuss., doi: 10.1039/C3FD00033H, 2013. [4] - Atkinson, James D., Murray, Benjamin J., Woodhouse, Matthew T., Whale, Thomas F., Baustian, Kelly J., Carslaw, Kenneth S., Dobbie, Steven, O'Sullivan, Daniel, and Malkin, Tamsin L.: The importance of feldspar for ice nucleation by mineral dust in mixed-phase clouds, Nature, 498, 355-358, doi:10.1038/nature12278, Science, 2013. [5] - Hartmann, S., Augustin, S., Clauss, T., Wex, H., Šantl-Temkiv, T., Voigtländer, J., Niedermeier, D., and Stratmann, F.: Immersion freezing of ice nucleation active protein complexes, Atmos. Chem. Phys., 13, 5751-5766, doi:10.5194/acp-13-5751-2013, 2013.
Direct Numerical Simulation of dense particle-laden turbulent flows using immersed boundaries
NASA Astrophysics Data System (ADS)
Wang, Fan; Desjardins, Olivier
2009-11-01
Dense particle-laden turbulent flows play an important role in many engineering applications, ranging from pharmaceutical coating and chemical synthesis to fluidized bed reactors. Because of the complexity of the physics involved in these flows, current computational models for gas-particle processes, such as drag and heat transfer, rely on empirical correlations and have been shown to lack accuracy. In this work, direct numerical simulations (DNS) of dense particle-laden flows are conducted, using immersed boundaries (IB) to resolve the flow around each particle. First, the accuracy of the proposed approach is tested on a range of 2D and 3D flows at various Reynolds numbers, and resolution requirements are discussed. Then, various particle arrangements and number densities are simulated, the impact on particle wake interaction is assessed, and existing drag models are evaluated in the case of fixed particles. In addition, the impact of the particles on turbulence dissipation is investigated. Finally, a strategy for handling moving and colliding particles is discussed.
NASA Astrophysics Data System (ADS)
Ochs, Oliver; Heckl, Wolfgang M.; Lackinger, Markus
2018-05-01
Fundamental insights into the kinetics and thermodynamics of supramolecular self-assembly on surfaces are uniquely gained by variable-temperature high-resolution Scanning-Tunneling-Microscopy (STM). Conventionally, these experiments are performed with standard ambient microscopes extended with heatable sample stages for local heating. However, unavoidable solvent evaporation sets a technical limit on the duration of these experiments, hence prohibiting long-term experiments. These, however, would be highly desirable to provide enough time for temperature stabilization and settling of drift but also to study processes with inherently slow kinetics. To overcome this dilemma, we propose a STM that can operate fully immersed in solution. The instrument is mounted onto the lid of a hermetically sealed heatable container that is filled with the respective solution. By closing the container, both the sample and microscope are immersed in solution. Thereby solvent evaporation is eliminated and an environment for long-term experiments with utmost stable and controllable temperatures between room-temperature and 100 °C is provided. Important experimental requirements for the immersion-STM and resulting design criteria are discussed, the strategy for protection against corrosive media is described, the temperature stability and drift behavior are thoroughly characterized, and first long-term high resolution experiments at liquid-solid interfaces are presented.
Towards a Viscous Wall Model for Immersed Boundary Methods
NASA Technical Reports Server (NTRS)
Brehm, Christoph; Barad, Michael F.; Kiris, Cetin C.
2016-01-01
Immersed boundary methods are frequently employed for simulating flows at low Reynolds numbers or for applications where viscous boundary layer effects can be neglected. The primary shortcoming of Cartesian mesh immersed boundary methods is the inability of efficiently resolving thin turbulent boundary layers in high-Reynolds number flow application. The inefficiency of resolving the thin boundary is associated with the use of constant aspect ratio Cartesian grid cells. Conventional CFD approaches can efficiently resolve the large wall normal gradients by utilizing large aspect ratio cells near the wall. This paper presents different approaches for immersed boundary methods to account for the viscous boundary layer interaction with the flow-field away from the walls. Different wall modeling approaches proposed in previous research studies are addressed and compared to a new integral boundary layer based approach. In contrast to common wall-modeling approaches that usually only utilize local flow information, the integral boundary layer based approach keeps the streamwise history of the boundary layer. This allows the method to remain effective at much larger y+ values than local wall modeling approaches. After a theoretical discussion of the different approaches, the method is applied to increasingly more challenging flow fields including fully attached, separated, and shock-induced separated (laminar and turbulent) flows.
Altered Perspectives: Immersive Environments
NASA Astrophysics Data System (ADS)
Shipman, J. S.; Webley, P. W.
2016-12-01
Immersive environments provide an exciting experiential technology to visualize the natural world. Given the increasing accessibility of 360o cameras and virtual reality headsets we are now able to visualize artistic principles and scientific concepts in a fully immersive environment. The technology has become popular for photographers as well as designers, industry, educational groups, and museums. Here we show a sci-art perspective on the use of optics and light in the capture and manipulation of 360o images and video of geologic phenomena and cultural heritage sites in Alaska, England, and France. Additionally, we will generate intentionally altered perspectives to lend a surrealistic quality to the landscapes. Locations include the Catacombs of Paris, the Palace of Versailles, and the Northern Lights over Fairbanks, Alaska. Some 360o view cameras now use small portable dual lens technology extending beyond the 180o fish eye lens previously used, providing better coverage and image quality. Virtual reality headsets range in level of sophistication and cost, with the most affordable versions using smart phones and Google Cardboard viewers. The equipment used in this presentation includes a Ricoh Theta S spherical imaging camera. Here we will demonstrate the use of 360o imaging with attendees being able to be part of the immersive environment and experience our locations as if they were visiting themselves.
Theory and simulation of electron beam dynamics in the AWE superswarf magnetically immersed diode
DOE Office of Scientific and Technical Information (OSTI.GOV)
Oliver, B.V.; Welch, D.R.; Olson, C.L.
1999-07-01
Results from numerical simulation and analytic theory of magnetically immersed diode behavior on the United Kingdom's Atomic Weapons Establishment (AWE) Superswarf accelerator are presented. The immersed diode consists of a cylindrical needle point cathode immersed in a strong {approximately}10--20 T solenoidal magnetic field. The anode-cathode (A-K) accelerating gap is held at vacuum and is {approximately}5--10 cm in length, with the anode/target located at the mid-plane of the solenoid. Typical accelerator parameters are 5--6 MeV and 40 kA. Ions emitted from the anode target stream toward the cathode and interact strongly with the electron beam. Collective oscillations between the beam electronsmore » and counter-streaming ions are driven unstable and results in a corkscrew rotation of the beam, yielding a time-integrated spot size substantially larger than that expected from single particle motion. This magnetized ion-hose instability is three dimensional. On the other hand, beam transverse temperature variations, although slightly enhanced in 3D, are primarily due to changes in the effective potential at the cathode (a combination of both the electrostatic and vector potential) and are manifest in 2D. Simulation studies examining spot and dose variation with varying cathode diameter and A-K gap distance are presented and confirm the above mentioned trends. Conclusions are that the diode current is determined by standard di-polar space-charge limited emissions, the minimum beam spot-size is limited by the ion-hose instability saturation amplitude, and the beam transverse temperature at the target is a function of the initial conditions on the cathode. Comparison to existing data will also be presented.« less
Immersive Visual Data Analysis For Geoscience Using Commodity VR Hardware
NASA Astrophysics Data System (ADS)
Kreylos, O.; Kellogg, L. H.
2017-12-01
Immersive visualization using virtual reality (VR) display technology offers tremendous benefits for the visual analysis of complex three-dimensional data like those commonly obtained from geophysical and geological observations and models. Unlike "traditional" visualization, which has to project 3D data onto a 2D screen for display, VR can side-step this projection and display 3D data directly, in a pseudo-holographic (head-tracked stereoscopic) form, and does therefore not suffer the distortions of relative positions, sizes, distances, and angles that are inherent in 2D projection. As a result, researchers can apply their spatial reasoning skills to virtual data in the same way they can to real objects or environments. The UC Davis W.M. Keck Center for Active Visualization in the Earth Sciences (KeckCAVES, http://keckcaves.org) has been developing VR methods for data analysis since 2005, but the high cost of VR displays has been preventing large-scale deployment and adoption of KeckCAVES technology. The recent emergence of high-quality commodity VR, spearheaded by the Oculus Rift and HTC Vive, has fundamentally changed the field. With KeckCAVES' foundational VR operating system, Vrui, now running natively on the HTC Vive, all KeckCAVES visualization software, including 3D Visualizer, LiDAR Viewer, Crusta, Nanotech Construction Kit, and ProtoShop, are now available to small labs, single researchers, and even home users. LiDAR Viewer and Crusta have been used for rapid response to geologic events including earthquakes and landslides, to visualize the impacts of sealevel rise, to investigate reconstructed paleooceanographic masses, and for exploration of the surface of Mars. The Nanotech Construction Kit is being used to explore the phases of carbon in Earth's deep interior, while ProtoShop can be used to construct and investigate protein structures.
ERIC Educational Resources Information Center
Rheaume, Martine
1997-01-01
Discusses the need to use the "communicative approach" to teach French grammar in French immersion classes in Canada. Emphasis is placed on the value of using a "needs-based syllabus" that considers the immediate and long-term employment needs of each individual, as well as the psychological and developmental needs. (18…
Unique Chiral Interpenetrating d-f Heterometallic MOFs as Luminescent Sensors.
Wu, Zhi-Lei; Dong, Jie; Ni, Wei-Yan; Zhang, Bo-Wen; Cui, Jian-Zhong; Zhao, Bin
2015-06-01
One novel three-dimensional (3D) 3d-4f metal-organic framework (MOF), [TbZn(L)(CO3)2(H2O)]n (1) [HL = 4'-(4-carboxyphenyl)-2,2':6',2″-terpyridine], has been successfully synthesized and structurally characterized. Structural analysis shows that compound 1 features a unique chiral interpenetrating 3D framework for the first time. The resulting crystals of 1 are composed of enantiomers 1a (P41) and 1b (P43), as was clearly confirmed by the crystal structure and the corresponding circular dichroism (CD) analyses of eight randomly selected crystals. The investigations on CD spectra based on every single crystal clearly assigned the Cotton effect signals. The powder X-ray diffraction measurement of 1 after being immersed in common solvents reveals that 1 possess excellent solvent stability. Furthermore, luminescent studies imply that 1 displays highly selective luminescent sensing of aldehydes, such as formol, acetaldehyde, and propanal.
The Flostation - an Immersive Cyberspace System
NASA Technical Reports Server (NTRS)
Park, Brian
2006-01-01
A flostation is a computer-controlled apparatus that, along with one or more computer(s) and other computer-controlled equipment, is part of an immersive cyberspace system. The system is said to be immersive in two senses of the word: (1) It supports the body in a modified form neutral posture experienced in zero gravity and (2) it is equipped with computer-controlled display equipment that helps to give the occupant of the chair a feeling of immersion in an environment that the system is designed to simulate. Neutral immersion was conceived during the Gemini program as a means of training astronauts for working in a zerogravity environment. Current derivatives include neutral-buoyancy tanks and the KC-135 airplane, each of which mimics the effects of zero gravity. While these have performed well in simulating the shorter-duration flights typical of the space program to date, a training device that can take astronauts to the next level will be needed for simulating longer-duration flights such as that of the International Space Station. The flostation is expected to satisfy this need. The flostation could also be adapted and replicated for use in commercial ventures ranging from home entertainment to medical treatment. The use of neutral immersion in the flostation enables the occupant to recline in an optimal posture of rest and meditation. This posture, combines savasana (known to practitioners of yoga) and a modified form of the neutral posture assumed by astronauts in outer space. As the occupant relaxes, awareness of the physical body is reduced. The neutral body posture, which can be maintained for hours without discomfort, is extended to the eyes, ears, and hands. The occupant can be surrounded with a full-field-of-view visual display and nearphone sound, and can be stimulated with full-body vibration and motion cueing. Once fully immersed, the occupant can use neutral hand controllers (that is, hand-posture sensors) to control various aspects of the simulated environment.
Wiens, Curtis N; Artz, Nathan S; Jang, Hyungseok; McMillan, Alan B; Reeder, Scott B
2017-06-01
To develop an externally calibrated parallel imaging technique for three-dimensional multispectral imaging (3D-MSI) in the presence of metallic implants. A fast, ultrashort echo time (UTE) calibration acquisition is proposed to enable externally calibrated parallel imaging techniques near metallic implants. The proposed calibration acquisition uses a broadband radiofrequency (RF) pulse to excite the off-resonance induced by the metallic implant, fully phase-encoded imaging to prevent in-plane distortions, and UTE to capture rapidly decaying signal. The performance of the externally calibrated parallel imaging reconstructions was assessed using phantoms and in vivo examples. Phantom and in vivo comparisons to self-calibrated parallel imaging acquisitions show that significant reductions in acquisition times can be achieved using externally calibrated parallel imaging with comparable image quality. Acquisition time reductions are particularly large for fully phase-encoded methods such as spectrally resolved fully phase-encoded three-dimensional (3D) fast spin-echo (SR-FPE), in which scan time reductions of up to 8 min were obtained. A fully phase-encoded acquisition with broadband excitation and UTE enabled externally calibrated parallel imaging for 3D-MSI, eliminating the need for repeated calibration regions at each frequency offset. Significant reductions in acquisition time can be achieved, particularly for fully phase-encoded methods like SR-FPE. Magn Reson Med 77:2303-2309, 2017. © 2016 International Society for Magnetic Resonance in Medicine. © 2016 International Society for Magnetic Resonance in Medicine.
Looney, Pádraig; Stevenson, Gordon N; Nicolaides, Kypros H; Plasencia, Walter; Molloholli, Malid; Natsis, Stavros; Collins, Sally L
2018-06-07
We present a new technique to fully automate the segmentation of an organ from 3D ultrasound (3D-US) volumes, using the placenta as the target organ. Image analysis tools to estimate organ volume do exist but are too time consuming and operator dependant. Fully automating the segmentation process would potentially allow the use of placental volume to screen for increased risk of pregnancy complications. The placenta was segmented from 2,393 first trimester 3D-US volumes using a semiautomated technique. This was quality controlled by three operators to produce the "ground-truth" data set. A fully convolutional neural network (OxNNet) was trained using this ground-truth data set to automatically segment the placenta. OxNNet delivered state-of-the-art automatic segmentation. The effect of training set size on the performance of OxNNet demonstrated the need for large data sets. The clinical utility of placental volume was tested by looking at predictions of small-for-gestational-age babies at term. The receiver-operating characteristics curves demonstrated almost identical results between OxNNet and the ground-truth). Our results demonstrated good similarity to the ground-truth and almost identical clinical results for the prediction of SGA.
Lattice Boltzmann Method for 3-D Flows with Curved Boundary
NASA Technical Reports Server (NTRS)
Mei, Renwei; Shyy, Wei; Yu, Dazhi; Luo, Li-Shi
2002-01-01
In this work, we investigate two issues that are important to computational efficiency and reliability in fluid dynamics applications of the lattice, Boltzmann equation (LBE): (1) Computational stability and accuracy of different lattice Boltzmann models and (2) the treatment of the boundary conditions on curved solid boundaries and their 3-D implementations. Three athermal 3-D LBE models (D3QI5, D3Ql9, and D3Q27) are studied and compared in terms of efficiency, accuracy, and robustness. The boundary treatment recently developed by Filippova and Hanel and Met et al. in 2-D is extended to and implemented for 3-D. The convergence, stability, and computational efficiency of the 3-D LBE models with the boundary treatment for curved boundaries were tested in simulations of four 3-D flows: (1) Fully developed flows in a square duct, (2) flow in a 3-D lid-driven cavity, (3) fully developed flows in a circular pipe, and (4) a uniform flow over a sphere. We found that while the fifteen-velocity 3-D (D3Ql5) model is more prone to numerical instability and the D3Q27 is more computationally intensive, the 63Q19 model provides a balance between computational reliability and efficiency. Through numerical simulations, we demonstrated that the boundary treatment for 3-D arbitrary curved geometry has second-order accuracy and possesses satisfactory stability characteristics.
Spacecraft 3D Augmented Reality Mobile App
NASA Technical Reports Server (NTRS)
Hussey, Kevin J.; Doronila, Paul R.; Kumanchik, Brian E.; Chan, Evan G.; Ellison, Douglas J.; Boeck, Andrea; Moore, Justin M.
2013-01-01
The Spacecraft 3D application allows users to learn about and interact with iconic NASA missions in a new and immersive way using common mobile devices. Using Augmented Reality (AR) techniques to project 3D renditions of the mission spacecraft into real-world surroundings, users can interact with and learn about Curiosity, GRAIL, Cassini, and Voyager. Additional updates on future missions, animations, and information will be ongoing. Using a printed AR Target and camera on a mobile device, users can get up close with these robotic explorers, see how some move, and learn about these engineering feats, which are used to expand knowledge and understanding about space. The software receives input from the mobile device's camera to recognize the presence of an AR marker in the camera's field of view. It then displays a 3D rendition of the selected spacecraft in the user's physical surroundings, on the mobile device's screen, while it tracks the device's movement in relation to the physical position of the spacecraft's 3D image on the AR marker.
3D image processing architecture for camera phones
NASA Astrophysics Data System (ADS)
Atanassov, Kalin; Ramachandra, Vikas; Goma, Sergio R.; Aleksic, Milivoje
2011-03-01
Putting high quality and easy-to-use 3D technology into the hands of regular consumers has become a recent challenge as interest in 3D technology has grown. Making 3D technology appealing to the average user requires that it be made fully automatic and foolproof. Designing a fully automatic 3D capture and display system requires: 1) identifying critical 3D technology issues like camera positioning, disparity control rationale, and screen geometry dependency, 2) designing methodology to automatically control them. Implementing 3D capture functionality on phone cameras necessitates designing algorithms to fit within the processing capabilities of the device. Various constraints like sensor position tolerances, sensor 3A tolerances, post-processing, 3D video resolution and frame rate should be carefully considered for their influence on 3D experience. Issues with migrating functions such as zoom and pan from the 2D usage model (both during capture and display) to 3D needs to be resolved to insure the highest level of user experience. It is also very important that the 3D usage scenario (including interactions between the user and the capture/display device) is carefully considered. Finally, both the processing power of the device and the practicality of the scheme needs to be taken into account while designing the calibration and processing methodology.
Sulaiman, Taiseer A; Abdulmajeed, Aous A; Shahramian, Khalil; Hupa, Leena; Donovan, Terrence E; Vallittu, Pekka; Närhi, Timo O
2015-12-01
To evaluate the surface topography and optical properties of monolithic zirconia after immersion in simulated gastric acid. Four partially stabilized (PSZ) and one fully stabilized (FSZ) zirconia materials were selected for the study: Prettau (PRT, Zirkonzahn), Zenostar (ZEN, Ivoclar), Bruxzir (BRX, Glidewell), Katana (KAT, Noritake) and FSZ Prettau Anterior (PRTA, Zirkonzahn). IPS e.max (Ivoclar) was used as a control. The specimens (10×10×1.2mm, n=5 per material) were cut, sintered, polished and cleaned before immersed in 5ml of simulated gastric acid solution (Hydrochloric acid (HCl) 0.06M, 0.113% solution in deionized distal water, pH 1.2) for 96h in a 37°C incubator. Specimens were weighed and examined for morphological changes under scanning electron microscope (SEM) coupled with energy dispersive X-ray spectroscopy (EDX). Surface roughness was evaluated by a confocal microscope. Surface gloss and translucency parameter (TP) values were determined by a reflection spectrophotometer before and after acid immersion. The data was analyzed by one-way ANOVA followed by Tukey's HSD post hoc test (p<0.05). PRTA displayed the most weight loss (1.40%) among the zirconia specimens. IPS e.max showed about three times more weight loss (3.05%) than zirconia specimens as an average. SEM examination indicated areas of degradation, bead-like shapes and smoothening of the polishing scratches after acid immersion. EDX displayed ion interactions and possible ion leaching from all specimens. Sa and Sq values for PRTA, ZEN and IPS e.max were significantly lower (p<0.05) after acid immersion. TP values increased significantly for PRT, ZEN and IPS e.max (p<0.05), while the surface gloss of ZEN, PRTA and IPS e.max increased (p<0.05). Monolithic zirconia materials show some surface alterations in an acidic environment with minimum effect on their optical properties. Whether a smoother surface is in fact a sign of true corrosion resistance or is purely the result of an evenly progressive corrosive process is yet to be confirmed by further research. Copyright © 2015 Academy of Dental Materials. Published by Elsevier Ltd. All rights reserved.
Possibilities and Determinants of Using Low-Cost Devices in Virtual Education Applications
ERIC Educational Resources Information Center
Bun, Pawel Kazimierz; Wichniarek, Radoslaw; Górski, Filip; Grajewski, Damian; Zawadzki, Przemyslaw; Hamrol, Adam
2017-01-01
Virtual reality (VR) may be used as an innovative educational tool. However, in order to fully exploit its potential, it is essential to achieve the effect of immersion. To more completely submerge the user in a virtual environment, it is necessary to ensure that the user's actions are directly translated into the image generated by the…
Seeing Children Fully Immersed in Sensory Exploration
ERIC Educational Resources Information Center
Guiney, Jess; Wilton, Sheena; Curtis, Deb
2012-01-01
Jessica and Isabella were immediately drawn to the new chalk available on the patio. As soon as they saw the big basket, they found an open space and began testing the colors. The authors recently brought this story to their planning time with Deb, to share the photos and notes they had collected of Jessica and Isabella working with the chalk.…
Tipton, M J; Eglin, C M; Golden, F S
1998-10-15
1. The initial respiratory and cardiac responses to cold water immersion are thought to be responsible for a significant number of open water deaths each year. Previous research has demonstrated that the magnitude of these responses can be reduced by repeated immersions in cold waterwhether the site of habituation is central or peripheral. 2. Two groups of subjects undertook two 3 min head-out immersions in stirred water at 10 C of the right-hand side of the body (R). Between these two immersions (3 whole days) the control group (n = 7) were not exposed to cold water, but the habituation group (n = 8) undertook a further six 3 min head-out immersions in stirred water at 10 C of the left-hand side of the body (L). 3. Repeated L immersions reduced (P < 0.01) the heart rate, respiratory frequency and volume responses. During the second R immersion a reduction (P < 0.05) in the magnitude of the responses evoked was seen in the habituation group but not in the control group, despite both groups having identical skin temperature profiles. 4. It is concluded that the mechanisms involved in producing habituation of the initial responses are located more centrally than the peripheral receptors.
Volume Attenuation and High Frequency Loss as Auditory Depth Cues in Stereoscopic 3D Cinema
NASA Astrophysics Data System (ADS)
Manolas, Christos; Pauletto, Sandra
2014-09-01
Assisted by the technological advances of the past decades, stereoscopic 3D (S3D) cinema is currently in the process of being established as a mainstream form of entertainment. The main focus of this collaborative effort is placed on the creation of immersive S3D visuals. However, with few exceptions, little attention has been given so far to the potential effect of the soundtrack on such environments. The potential of sound both as a means to enhance the impact of the S3D visual information and to expand the S3D cinematic world beyond the boundaries of the visuals is large. This article reports on our research into the possibilities of using auditory depth cues within the soundtrack as a means of affecting the perception of depth within cinematic S3D scenes. We study two main distance-related auditory cues: high-end frequency loss and overall volume attenuation. A series of experiments explored the effectiveness of these auditory cues. Results, although not conclusive, indicate that the studied auditory cues can influence the audience judgement of depth in cinematic 3D scenes, sometimes in unexpected ways. We conclude that 3D filmmaking can benefit from further studies on the effectiveness of specific sound design techniques to enhance S3D cinema.
ERIC Educational Resources Information Center
Annetta, Leonard; Klesath, Marta; Meyer, John
2009-01-01
A 3-D virtual field trip was integrated into an online college entomology course and developed as a trial for the possible incorporation of future virtual environments to supplement online higher education laboratories. This article provides an explanation of the rationale behind creating the virtual experience, the Bug Farm; the method and…
ERIC Educational Resources Information Center
Passig, David
2009-01-01
Children with mental retardation have pronounced difficulties in using cognitive strategies and comprehending abstract concepts--among them, the concept of sequential time (Van-Handel, Swaab, De-Vries, & Jongmans, 2007). The perception of sequential time is generally tested by using scenarios presenting a continuum of actions. The goal of this…
VR-Planets : a 3D immersive application for real-time flythrough images of planetary surfaces
NASA Astrophysics Data System (ADS)
Civet, François; Le Mouélic, Stéphane
2015-04-01
During the last two decades, a fleet of planetary probes has acquired several hundred gigabytes of images of planetary surfaces. Mars has been particularly well covered thanks to the Mars Global Surveyor, Mars Express and Mars Reconnaissance Orbiter spacecrafts. HRSC, CTX, HiRISE instruments allowed the computation of Digital Elevation Models with a resolution from hundreds of meters up to 1 meter per pixel, and corresponding orthoimages with a resolution from few hundred of meters up to 25 centimeters per pixel. The integration of such huge data sets into a system allowing user-friendly manipulation either for scientific investigation or for public outreach can represent a real challenge. We are investigating how innovative tools can be used to freely fly over reconstructed landscapes in real time, using technologies derived from the game industry and virtual reality. We have developed an application based on a game engine, using planetary data, to immerse users in real martian landscapes. The user can freely navigate in each scene at full spatial resolution using a game controller. The actual rendering is compatible with several visualization devices such as 3D active screen, virtual reality headsets (Oculus Rift), and android devices.
A modular projection autostereoscopic system for stereo cinema
NASA Astrophysics Data System (ADS)
Elkhov, Victor A.; Kondratiev, Nikolai V.; Ovechkis, Yuri N.; Pautova, Larisa V.
2009-02-01
The lenticular raster system for 3D movies non-glasses show designed by NIKFI demonstrated commercially in Moscow in the 40'st of the last century. Essential lack of this method was narrow individual viewing zone as only two images on the film used. To solve this problem, we propose to use digital video projective system with modular principle of its design. Increase of the general number of the pixels forming the stereo image is reached by using of more than one projector. The modular projection autostereoscopic system for demonstration of the 3D movies includes diffuser screen; lenticular plate located in front of the screen; projective system consisted from several projectors and the block of parallax panoramogram fragments creator. By means of this block the parallax panoramogram is broken into fragments which quantity corresponds to number of projectors. For the large dimension lenticular screen making rectangular fragments of inclined raster were joined in a uniform leaf. To obtain the needed focal distance of the screen lenses we used immersion - aqueous solution of glycerin. The immersion also let essentially decrease visibility of fragments joints. An experimental prototype of the modular projection autostereoscopic system was created to validate proposed system.
Laonapakul, Teerawat; Rakngarm Nimkerdphol, Achariya; Otsuka, Yuichi; Mutoh, Yoshiharu
2012-11-01
Four point bending tests with acoustic emission (AE) monitoring were conducted for evaluating failure behavior of the plasma-sprayed hydroxyapatite (HAp) top coat on commercially pure titanium (cp-Ti) plate with and without mixed HAp/Ti bond coat. Effect of immersion in simulated body fluid (SBF) on failure behavior of the coated specimen was also investigated by immersing the specimen in SBF. The AE patterns obtained from the bending test of the HAp coating specimens after a week immersion in SBF clearly showed the earlier stage of delamination and spallation of the coating layer compared to those without immersion in SBF. It was also found that the bond coating improved failure resistance of the HAp coating specimen compared to that without the bond coat. Four point bend fatigue tests under ambient and SBF environments were also conducted with AE monitoring during the entire fatigue test for investigating the influence of SBF environment on fatigue failure behavior of the HAp coating specimen with the mixed HAp/Ti bond coat. The specimens tested at a stress amplitude of 120 MPa under both ambient and SBF environments could survive up to 10⁷ cycles without spallation of HAp coating layer. The specimens tested under SBF environment and those tested under ambient environment after immersion in SBF showed shorter fatigue life compared to those tested under ambient environment without SBF immersion. Micro-cracks nucleated in the coating layer in the early stage of fatigue life and then propagated into the cp-Ti substrate in the intermediate stage, which unstably propagated to failure in the final stage. It was found from the XRD analysis that the dissolution of the co-existing phases and the precipitation of the HAp phase were taken place during immersion in SBF. During this process, the co-existing phases disappeared from the coating layer and the HAp phase fully occupied the coating layer. The degradation of bending strength and fatigue life of the HAp coating specimens tested under SBF environment would be induced by dissolution of the co-existing phases from the coating layer during immersion in SBF. Copyright © 2012 Elsevier Ltd. All rights reserved.
Real-time interactive 3D manipulation of particles viewed in two orthogonal observation planes.
Perch-Nielsen, Ivan; Rodrigo, Peter; Glückstad, Jesper
2005-04-18
The generalized phase contrast (GPC) method has been applied to transform a single TEM00 beam into a manifold of counterpropagating-beam traps capable of real-time interactive manipulation of multiple microparticles in three dimensions (3D). This paper reports on the use of low numerical aperture (NA), non-immersion, objective lenses in an implementation of the GPC-based 3D trapping system. Contrary to high-NA based optical tweezers, the GPC trapping system demonstrated here operates with long working distance (>10 mm), and offers a wider manipulation region and a larger field of view for imaging through each of the two opposing objective lenses. As a consequence of the large working distance, simultaneous monitoring of the trapped particles in a second orthogonal observation plane is demonstrated.
ERIC Educational Resources Information Center
Waller, David; Richardson, Adam R.
2008-01-01
The tendency to underestimate egocentric distances in immersive virtual environments (VEs) is not well understood. However, previous research (A. R. Richardson & D. Waller, 2007) has demonstrated that a brief period of interaction with the VE prior to making distance judgments can effectively eliminate subsequent underestimation. Here the authors…
Luo, Honglin; Li, Wei; Ao, Haiyong; Li, Gen; Tu, Junpin; Xiong, Guangyao; Zhu, Yong; Wan, Yizao
2017-07-01
Three-dimensional (3D) nanofibrous scaffolds hold great promises in tissue engineering and regenerative medicine. In this work, for the first time, 3D SiO 2 -CaO binary glass nanofibrous scaffolds have been fabricated via a combined method of template-assisted sol-gel and calcination by using bacterial cellulose as the template. SEM with EDS, TEM, and AFM confirm that the molar ratio of Ca to Si and fiber diameter of the resultant SiO 2 -CaO nanofibers can be controlled by immersion time in the solution of tetraethyl orthosilicate and ethanol. The optimal immersion time was 6h which produced the SiO 2 -CaO binary glass containing 60at.% Si and 40at.% Ca (named 60S40C). The fiber diameter of 60S40C scaffold is as small as 29nm. In addition, the scaffold has highly porous 3D nanostructure with dominant mesopores at 10.6nm and macropores at 20μm as well as a large BET surface area (240.9m 2 g -1 ), which endow the 60S40C scaffold excellent biocompatibility and high ALP activity as revealed by cell studies using osteoblast cells. These results suggest that the 60S40C scaffold has great potential in bone tissue regeneration. Copyright © 2017 Elsevier B.V. All rights reserved.
A Non-Cut Cell Immersed Boundary Method for Use in Icing Simulations
NASA Technical Reports Server (NTRS)
Sarofeen, Christian M.; Noack, Ralph W.; Kreeger, Richard E.
2013-01-01
This paper describes a computational fluid dynamic method used for modelling changes in aircraft geometry due to icing. While an aircraft undergoes icing, the accumulated ice results in a geometric alteration of the aerodynamic surfaces. In computational simulations for icing, it is necessary that the corresponding geometric change is taken into consideration. The method used, herein, for the representation of the geometric change due to icing is a non-cut cell Immersed Boundary Method (IBM). Computational cells that are in a body fitted grid of a clean aerodynamic geometry that are inside a predicted ice formation are identified. An IBM is then used to change these cells from being active computational cells to having properties of viscous solid bodies. This method has been implemented in the NASA developed node centered, finite volume computational fluid dynamics code, FUN3D. The presented capability is tested for two-dimensional airfoils including a clean airfoil, an iced airfoil, and an airfoil in harmonic pitching motion about its quarter chord. For these simulations velocity contours, pressure distributions, coefficients of lift, coefficients of drag, and coefficients of pitching moment about the airfoil's quarter chord are computed and used for comparison against experimental results, a higher order panel method code with viscous effects, XFOIL, and the results from FUN3D's original solution process. The results of the IBM simulations show that the accuracy of the IBM compares satisfactorily with the experimental results, XFOIL results, and the results from FUN3D's original solution process.
ERIC Educational Resources Information Center
Endt, Ernst
This bibliography lists publications concerned with bilingual education and immersion programs and how they are used in and outside of Canada. In the beginning, an overview is provided of publications from related disciplines that have brought crucial recognition to the fields of bilingual and immersion education. These include: second and foreign…
Volumetric Analysis of 3-D-Cultured Colonies in Wet Alginate Spots Using 384-Pillar Plate.
Lee, Dong Woo; Choi, Yea-Jun; Lee, Sang-Yun; Kim, Myoung-Hee; Doh, Il; Ryu, Gyu Ha; Choi, Soo-Mi
2018-06-01
The volumetric analysis of three-dimensional (3-D)-cultured colonies in alginate spots has been proposed to increase drug efficacy. In a previously developed pillar/well chip platform, colonies within spots are usually stained and dried for analysis of cell viability using two-dimensional (2-D) fluorescent images. Since the number of viable cells in colonies is directly related to colony volume, we proposed the 3-D analysis of colonies for high-accuracy cell viability calculation. The spots were immersed in buffer, and the 3-D volume of each colony was calculated from the 2-D stacking fluorescent images of the spot with different focal positions. In the experiments with human gastric carcinoma cells and anticancer drugs, we compared cell viability values calculated using the 2-D area and 3-D volume of colonies in the wet and dried alginate spots, respectively. The IC 50 value calculated using the 3-D volume of the colonies (9.5 μM) was less than that calculated in the 2-D area analysis (121.5 μM). We observed that the colony showed a more sensitive drug response regarding volume calculated from the 3-D image reconstructed using several confocal images than regarding colony area calculated in the 2-D analysis.
Swimming in Ireland: Immersions in therapeutic blue space.
Foley, Ronan
2015-09-01
This paper explores swimming as a healthy body-water engagement in blue space at selected outdoor Irish swimming spots. Associated theoretical underpinnings draw from non-representational theories (NRT). Taking as a starting point the idea of immersion, the paper argues for a deeper application of NRT to blue space settings. In addition, the paper reflects recent therapeutic geographies research on differential experiences of health and wellbeing linked to such immersions. Methodologically, the paper uses observer participation and swimmer's own voices to draw affective and embodied accounts from on and within water. The act of swimming as an emplaced and performed therapeutic encounter is highlighted along with a more critical discussion of contested narratives associated with risk and respect. Theoretical learning suggests the need for greater attention to the production of affect from across the life-course and a fuller articulation of the in-betweenness of theory and empirical testimonies. Swimming emerges from the study as a potentially valuable health and wellbeing resource that can be more fully harnessed to inform wider public health policy. Copyright © 2014 Elsevier Ltd. All rights reserved.
A weakly-compressible Cartesian grid approach for hydrodynamic flows
NASA Astrophysics Data System (ADS)
Bigay, P.; Oger, G.; Guilcher, P.-M.; Le Touzé, D.
2017-11-01
The present article aims at proposing an original strategy to solve hydrodynamic flows. In introduction, the motivations for this strategy are developed. It aims at modeling viscous and turbulent flows including complex moving geometries, while avoiding meshing constraints. The proposed approach relies on a weakly-compressible formulation of the Navier-Stokes equations. Unlike most hydrodynamic CFD (Computational Fluid Dynamics) solvers usually based on implicit incompressible formulations, a fully-explicit temporal scheme is used. A purely Cartesian grid is adopted for numerical accuracy and algorithmic simplicity purposes. This characteristic allows an easy use of Adaptive Mesh Refinement (AMR) methods embedded within a massively parallel framework. Geometries are automatically immersed within the Cartesian grid with an AMR compatible treatment. The method proposed uses an Immersed Boundary Method (IBM) adapted to the weakly-compressible formalism and imposed smoothly through a regularization function, which stands as another originality of this work. All these features have been implemented within an in-house solver based on this WCCH (Weakly-Compressible Cartesian Hydrodynamic) method which meets the above requirements whilst allowing the use of high-order (> 3) spatial schemes rarely used in existing hydrodynamic solvers. The details of this WCCH method are presented and validated in this article.
Fediai, Artem; Ryndyk, Dmitry A; Cuniberti, Gianaurelio
2016-10-05
Up to now, the electrical properties of the contacts between 3D metals and 2D materials have never been computed at a fully ab initio level due to the huge number of atomic orbitals involved in a current path from an electrode to a pristine 2D material. As a result, there are still numerous open questions and controversial theories on the electrical properties of systems with 3D/2D interfaces-for example, the current path and the contact length scalability. Our work provides a first-principles solution to this long-standing problem with the use of the modular approach, a method which rigorously combines a Green function formalism with the density functional theory (DFT) for this particular contact type. The modular approach is a general approach valid for any 3D/2D contact. As an example, we apply it to the most investigated among 3D/2D contacts-metal/graphene contacts-and show its abilities and consistency by comparison with existing experimental data. As it is applicable to any 3D/2D interface, the modular approach allows the engineering of 3D/2D contacts with the pre-defined electrical properties.
NASA Astrophysics Data System (ADS)
Sharma, Asha; Rieth, Loren; Tathireddy, Prashant; Harrison, Reid; Solzbacher, Florian
2010-02-01
We herein report in vitro functional stability and recording longevity of a fully integrated wireless neural interface (INI). The INI uses biocompatible Parylene-C as an encapsulation layer, and was immersed in phosphate buffered saline (PBS) for a period of over 150 days. The full functionality (wireless radio-frequency power, command, and signal transmission) and the ability of INI to record artificial action potentials even after 150 days of PBS soaking without any change in signal/noise amplitude constitutes a major milestone in long term stability, and evaluate the encapsulation reliability, functional stability, and potential usefulness for future chronic implants.
NASA Astrophysics Data System (ADS)
de Zelicourt, Diane; Ge, Liang; Sotiropoulos, Fotis; Yoganathan, Ajit
2008-11-01
Image-guided computational fluid dynamics has recently gained attention as a tool for predicting the outcome of different surgical scenarios. Cartesian Immersed-Boundary methods constitute an attractive option to tackle the complexity of real-life anatomies. However, when such methods are applied to the branching, multi-vessel configurations typically encountered in cardiovascular anatomies the majority of the grid nodes of the background Cartesian mesh end up lying outside the computational domain, increasing the memory and computational overhead without enhancing the numerical resolution in the region of interest. To remedy this situation, the method presented here superimposes local mesh refinement onto an unstructured Cartesian grid formulation. A baseline unstructured Cartesian mesh is generated by eliminating all nodes that reside in the exterior of the flow domain from the grid structure, and is locally refined in the vicinity of the immersed-boundary. The potential of the method is demonstrated by carrying out systematic mesh refinement studies for internal flow problems ranging in complexity from a 90 deg pipe bend to an actual, patient-specific anatomy reconstructed from magnetic resonance.
Physical picture of immersed diode experiments on HERMES III and SABRE
DOE Office of Scientific and Technical Information (OSTI.GOV)
Olson, C.L.; Mazarakis, M.G.; Menge, P.R.
A needle-like, high-current, electron beam has been produced on the Hermes III and SABRE accelerators at SNL using inductive voltage adder (IVA) technology, and a diode consisting of a needle cathode and a planar anode/bremmstrahlung converter which are both fully immersed in a strong solenoidal magnetic field (12--50 T). Desired nominal parameters are 10 MV, 40 kA, 0.5 mm radius cathode, and 5--35 cm anode-cathode gaps. High dose and small x-ray spot size are required for radiography applications. Results are presented of initial experiments on Hermes III and SABRE, which have produced doses up to 1 kRad {at} 1 meter,more » and at lower doses, spot sizes as small as 1.7 mm diameter.« less
Expeditious illustration of layer-cake models on and above a tactile surface
NASA Astrophysics Data System (ADS)
Lopes, Daniel Simões; Mendes, Daniel; Sousa, Maurício; Jorge, Joaquim
2016-05-01
Too often illustrating and visualizing 3D geological concepts are performed by sketching in 2D mediums, which may limit drawing performance of initial concepts. Here, the potential of expeditious geological modeling brought by hand gestures is explored. A spatial interaction system was developed to enable rapid modeling, editing, and exploration of 3D layer-cake objects. User interactions are acquired with motion capture and touch screen technologies. Virtual immersion is guaranteed by using stereoscopic technology. The novelty consists of performing expeditious modeling of coarse geological features with only a limited set of hand gestures. Results from usability-studies show that the proposed system is more efficient when compared to a windows-icon-menu-pointer modeling application.
Virtual reality 3D headset based on DMD light modulators
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bernacki, Bruce E.; Evans, Allan; Tang, Edward
We present the design of an immersion-type 3D headset suitable for virtual reality applications based upon digital micro-mirror devices (DMD). Our approach leverages silicon micro mirrors offering 720p resolution displays in a small form-factor. Supporting chip sets allow rapid integration of these devices into wearable displays with high resolution and low power consumption. Applications include night driving, piloting of UAVs, fusion of multiple sensors for pilots, training, vision diagnostics and consumer gaming. Our design is described in which light from the DMD is imaged to infinity and the user’s own eye lens forms a real image on the user’s retina.
Cardiac output variations in supine resting subjects during head-out cold water immersion.
Vogelaere, P; Deklunder, G; Lecroart, J
1995-08-01
Five men, aged 31.2 years (SD 2.3), under semi-nude conditions and resting in a dorsal reclining position, were exposed to thermoneutral air for 30 min, followed immediately by a cold water (15 degrees C) immersion for 60 min. Cardiac output was measured using a dual-beam Doppler flow meter. During immersion in cold water, cardiac frequency (fc) showed an initial bradycardia. The lowest values were reached at about 10 min after immersion, 58.3 (SD 2.5) to 48.3 (SD 7.8) beats min-1 (P < 0.05). By the 20th min of exposure, fc had gradually risen to 70.0 beats min-1 (SD 6.6, P < 0.05). This change could be due to the inhibition of the initial vagal reflex by increased catecholamine concentration. Stroke volume (Vs) was significantly increased (P < 0.05) during the whole cold immersion period. Cardiac output, increased from 3.57 (SD 0.50) to 6.26 (SD 1.33) l min-1 (P < 0.05) and its change with time was a function of both Vs and fc. On the other hand, systolic flow acceleration was unchanged during the period of immersion. The changes in the respiratory variables (ventilation, oxygen uptake, carbon dioxide output and respiratory exchange ratio) during immersion showed an initial hyperventilation followed, as immersion proceeded, by a slower metabolic increase due to shivering.
Cardiac output variations in supine resting subjects during head-out cold water immersion
NASA Astrophysics Data System (ADS)
Vogelaere, P.; Deklunder, G.; Lecroart, J.
1995-03-01
Five men, aged 31.2 years (SD 2.3), under semi-nude conditions and resting in a dorsal reclining position, were exposed to thermoneutral air for 30 min, followed immediately by a cold water (15°C) immersion for 60 min. Cardiac output was measured using a dualbeam Doppler flow meter. During immersion in cold water, cardiac frequency ( f c) showed an initial bradycardia. The lowest values were reached at about 10 min after immersion, 58.3 (SD 2.5) to 48.3 (SD 7.8) beats min-1 ( P < 0.05). By the 20th min of exposure, f c had gradually risen to 70.0 beats min-1 (SD 6.6, P < 0.05). This change could be due to the inhibition of the initial vagal reflex by increased catecholamine concentration. Stroke volume ( V s) was significantly increased ( P < 0.05) during the whole cold immersion period. Cardiac output, increased from 3.57 (SD 0.50) to 6.26 (SD 1.33)1 min-1 ( P < 0.05) and its change with time was a function of both V s and f c. On the other hand, systolic flow acceleration was unchanged during the period of immersion. The changes in the respiratory variables (ventilation, oxygen uptake, carbon dioxide output and respiratory exchange ratio) during immersion showed an initial hyperventilation followed, as immersion proceeded, by a slower metabolic increase due to shivering.
Chen, Chun-Yen; Chen, Yu-Chun; Huang, Hsiao-Chen; Ho, Shih-Hsin; Chang, Jo-Shu
2015-09-01
Binary combinations of LEDs with four different colors were used as light sources to identify the effects of multiple wavelengths on the production of eicosapentaenoic acid (EPA) by an isolated microalga Nannochloropsis oceanica CY2. Combining LED-Blue and LED-Red could give the highest EPA productivity of 13.24 mg L(-1) d(-1), which was further enhanced to 14.4 mg L(-1) d(-1) when using semi-batch operations at a 40% medium replacement ratio. A novel photobioreactor with additional immersed light sources improved light penetration efficiency and led to an 38% (0.170-0.235 g L(-1) d(-1)) increase in the microalgae biomass productivity and a 9% decrease in electricity consumption yield of EPA (10.15-9.33 kW-h (g EPA)(-1)) when compared with the control (i.e., without immersed light sources). Operating the immersed LEDs at a flashing-frequency of 9 Hz further lowered the energy consumption yield to 8.87 kW-h (g EPA)(-1). Copyright © 2015 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
McFadden, D.; Tavakkoli, A.; Regenbrecht, J.; Wilson, B.
2017-12-01
Virtual Reality (VR) and Augmented Reality (AR) applications have recently seen an impressive growth, thanks to the advent of commercial Head Mounted Displays (HMDs). This new visualization era has opened the possibility of presenting researchers from multiple disciplines with data visualization techniques not possible via traditional 2D screens. In a purely VR environment researchers are presented with the visual data in a virtual environment, whereas in a purely AR application, a piece of virtual object is projected into the real world with which researchers could interact. There are several limitations to the purely VR or AR application when taken within the context of remote planetary exploration. For example, in a purely VR environment, contents of the planet surface (e.g. rocks, terrain, or other features) should be created off-line from a multitude of images using image processing techniques to generate 3D mesh data that will populate the virtual surface of the planet. This process usually takes a tremendous amount of computational resources and cannot be delivered in real-time. As an alternative, video frames may be superimposed on the virtual environment to save processing time. However, such rendered video frames will lack 3D visual information -i.e. depth information. In this paper, we present a technique to utilize a remotely situated robot's stereoscopic cameras to provide a live visual feed from the real world into the virtual environment in which planetary scientists are immersed. Moreover, the proposed technique will blend the virtual environment with the real world in such a way as to preserve both the depth and visual information from the real world while allowing for the sensation of immersion when the entire sequence is viewed via an HMD such as Oculus Rift. The figure shows the virtual environment with an overlay of the real-world stereoscopic video being presented in real-time into the virtual environment. Notice the preservation of the object's shape, shadows, and depth information. The distortions shown in the image are due to the rendering of the stereoscopic data into a 2D image for the purposes of taking screenshots.
Language Interference and Language Learning Techniques Transfer in L2 and L3 Immersion Programs.
ERIC Educational Resources Information Center
Aronin, Larissa; Toubkin, Lynne
2002-01-01
Examines the relationships between the first (L1), second (L2), and third (L3) language in immersion programs for Russian-speaking students in Israel. Two parallel and similar immersion programs, which were carried out for the same population, but with different target languages (L2 Hebrew and L3 English), are described. Presents tentative…
Knowledge and Valorization of Historical Sites Through 3d Documentation and Modeling
NASA Astrophysics Data System (ADS)
Farella, E.; Menna, F.; Nocerino, E.; Morabito, D.; Remondino, F.; Campi, M.
2016-06-01
The paper presents the first results of an interdisciplinary project related to the 3D documentation, dissemination, valorization and digital access of archeological sites. Beside the mere 3D documentation aim, the project has two goals: (i) to easily explore and share via web references and results of the interdisciplinary work, including the interpretative process and the final reconstruction of the remains; (ii) to promote and valorize archaeological areas using reality-based 3D data and Virtual Reality devices. This method has been verified on the ruins of the archeological site of Pausilypon, a maritime villa of Roman period (Naples, Italy). Using Unity3D, the virtual tour of the heritage site was integrated and enriched with the surveyed 3D data, text documents, CAAD reconstruction hypotheses, drawings, photos, etc. In this way, starting from the actual appearance of the ruins (panoramic images), passing through the 3D digital surveying models and several other historical information, the user is able to access virtual contents and reconstructed scenarios, all in a single virtual, interactive and immersive environment. These contents and scenarios allow to derive documentation and geometrical information, understand the site, perform analyses, see interpretative processes, communicate historical information and valorize the heritage location.
ERIC Educational Resources Information Center
Oh, Kevin; Nussli, Natalie
2014-01-01
This case study explored the short-term international experience of pre-service teachers to create and enhance global perspectives. These teachers (n = 5), all female graduate students at a university in the U.S., were fully immersed in a foreign culture for three weeks while teaching English to primary and secondary students in Korea. Pre-,…
Virtual and augmented reality in the treatment of phantom limb pain: A literature review.
Dunn, Justin; Yeo, Elizabeth; Moghaddampour, Parisah; Chau, Brian; Humbert, Sarah
2017-01-01
Phantom limb pain (PLP), the perception of discomfort in a limb no longer present, commonly occurs following amputation. A variety of interventions have been employed for PLP, including mirror therapy. Virtual Reality (VR) and augmented reality (AR) mirror therapy treatments have also been utilized and have the potential to provide an even greater immersive experience for the amputee. However, there is not currently a consensus on the efficacy of VR and AR therapy. The aim of this review is to evaluate and summarize the current research on the effect of immersive VR and AR in the treatment of PLP. A comprehensive literature search was conducted utilizing PubMed and Google Scholar in order to collect all available studies concerning the use of VR and/or AR in the treatment of PLP using the search terms "virtual reality," "augmented reality," and "phantom limb pain." Eight studies in total were evaluated, with six of those reporting quantitative data and the other two reporting qualitative findings. All studies located were of low-level evidence. Each noted improved pain with VR and AR treatment for phantom limb pain, through quantitative or qualitative reporting. Additionally, adverse effects were limited only to simulator sickness occurring in one trial for one patient. Despite the positive findings, all of the studies were confined purely to case studies and case report series. No studies of higher evidence have been conducted, thus considerably limiting the strength of the findings. As such, the current use of VR and AR for PLP management, while attractive due to the increasing levels of immersion, customizable environments, and decreasing cost, is yet to be fully proven and continues to need further research with higher quality studies to fully explore its benefits.
Whole body cooling by immersion in water at moderate temperatures.
Marino, F; Booth, J
1998-06-01
This study investigated the potential use of whole body cooling by water immersion for lowering body temperatures prior to endurance exercise. Rectal temperature (Tre), mean skin temperature (Tsk), oxygen consumption (VO2), and ventilation (VE) were measured in 7 male and 3 female subjects who were immersed in a water bath for up to 60 min. Initial water temperature was 28.8+/-1.5 degrees C and decreased to 23.8+/-1.1 degrees C by the end of immersion. Pre-immersion Tre of 37.34+/-0.36 degrees C was not altered by 60 min water immersion but decreased to 36.64+/-0.34 degrees C at 3 min post immersion (p < 0.01). Tsk decreased from 33.23+/-1.4 degrees C to 26.95+/-1.8 degrees C (p < 0.01) at the end of immersion. Reductions in Tre and Tsk resulted in reduced body heat content (Hc) of approximately 545 kJ (p < 0.01) at the end of immersion. VO2 and VE increased from pre-immersion values of 0.34+/-0.08 L x min(-1) and 6.2+/-1.4 L x min(-1) to 0.54+/-0.09 L x min(-) and 11.5+/-5.4 L x min(-1) at the end of immersion, respectively. Heart rate remained unchanged throughout immersion. These results indicate that whole body immersion in moderately cold water temperatures is an effective cooling maneuver for lowering body temperatures and body Hc in the absence of severe physiological responses generally associated with sudden cold stress.
Absorption characterization of immersion medium for multiphoton microscopy at the 1700nm window
NASA Astrophysics Data System (ADS)
Wen, Wenhui; Qiu, Ping
2017-02-01
Larger imaging depth is the quest of almost all the imaging modalities, including multiphoton microscopy (MPM). Recently, it has been domonstrated that excitation at the 1700-nm helps extending imaging depth in MPM, optical coherence tomography, as well as photoacoustic imaging compared with excitation at other wavelengths. In MPM, immersion objective lenses with high numerical aperture (NA) are typically used to achieve better signal resolution, higer signal collection efficiency, and stronger signal generation. Although physically short ( mm), this extra optical path length traversed by the excitation light inevitably introduces absorption of the excitation light, and as a result leads to a decrease in the signal generation. Here we demonstrate experimental characterization of absorption spectrum of various immersion media at the 1700-nm window, including water (H2O), deuterium oxide (D2O), and several brands of immersion oil. Our results identify either the best immersion medium for a specific wavelength, or the best wavelength for a specific immersion medium at the 1700-nm window. Furthermore, through quantitative MPM experiments comparing different immersion media, we show that the MPM signal levels can be enhanced by more than ten fold simply by selecting the proper immersion medium, in good agreement with theoretical expectation based on the absorption measurement. Our results will offer guidelines for signal optimization in MPM at the 1700-nm window.
Renal and cardiovascular responses to water immersion in trained runners and swimmers
NASA Technical Reports Server (NTRS)
Convertino, V. A.; Tatro, D. L.; Rogan, R. B.
1993-01-01
The purpose of this study was to determine if fluid-electrolyte, renal, hormonal, and cardiovascular responses during and after multi-hour water immersion were associated with aerobic training. Additionally, we compared these responses in those who trained in a hypogravic versus a 1-g environment. Seventeen men comprised three similarly aged groups: six long-distance runners, five competitive swimmers, and six untrained control subjects. Each subject underwent 5 h of immersion in water [mean (SE)] 36.0 (0.5) degrees C to the neck. Immediately before and at each hour of immersion, blood and urine samples were collected and analyzed for sodium (Na), potassium, osmolality, and creatinine (Cr). Plasma antidiuretic hormone and aldosterone were also measured. Hematocrits were used to calculate relative changes in plasma volume (% delta Vpl). Heart rate response to submaximal cycle ergometer exercise (35% peak oxygen uptake) was measured before and after water immersion. Water immersion induced significant increases in urine flow, Na clearance (CNa), and a 3-5% decrease in Vpl. Urine flow during immersion was greater (P < 0.05) in runners [2.4 (0.4) ml.min-1] compared to controls [1.3 (0.1) ml.min-1]. However, % delta Vpl, CCr, CNa and CH2O during immersion were not different (P > 0.05) between runners, swimmers, and controls. After 5 h of immersion, there was an increase (P < 0.05) in submaximal exercise heart rate of 9 (3) and 10 (3) beats.min-1 in both runners and controls, respectively, but no change (P > 0.05) was observed in swimmers.(ABSTRACT TRUNCATED AT 250 WORDS).
Miller, Kevin C; Long, Blaine C; Edwards, Jeffrey
2015-12-01
The National Athletic Trainers' Association and the American College of Sports Medicine have recommended removing American football uniforms from athletes with exertional heat stroke before cold-water immersion (CWI) based on the assumption that the uniform impedes rectal temperature (T(rec)) cooling. Few experimental data exist to verify or disprove this assumption and the recommendations. To compare CWI durations, T(rec) cooling rates, thermal sensation, intensity of environmental symptoms, and onset of shivering when hyperthermic participants wore football uniforms during CWI or removed the uniforms immediately before CWI. Crossover study. Laboratory. Eighteen hydrated, physically active men (age = 22 ± 2 years, height = 182.5 ± 6.1 cm, mass = 85.4 ± 13.4 kg, body fat = 11% ± 5%, body surface area = 2.1 ± 0.2 m(2)) volunteered. On 2 days, participants exercised in the heat (approximately 40°C, approximately 40% relative humidity) while wearing a full American football uniform (shoes; crew socks; undergarments; shorts; game pants; undershirt; shoulder pads; jersey; helmet; and padding over the thighs, knees, hips, and tailbone [PADS]) until T(rec) reached 39.5°C. Next, participants immersed themselves in water that was approximately 10°C while wearing either undergarments, shorts, and crew socks (NOpads) or PADS without shoes until Trec reached 38°C. The CWI duration (minutes) and T(rec) cooling rates (°C/min). Participants had similar exercise times (NOpads = 40.8 ± 4.9 minutes, PADS = 43.2 ± 4.1 minutes; t(17) = 2.0, P = .10), hypohydration levels (NOpads = 1.5% ± 0.3%, PADS = 1.6% ± 0.4%; t(17) = 1.3, P = .22), and thermal-sensation ratings (NOpads = 7.2 ± 0.3, PADS = 7.1 ± 0.5; P > .05) before CWI. The CWI duration (median [interquartile range]; NOpads = 6.0 [5.4] minutes, PADS = 7.3 [9.8] minutes; z = 2.3, P = .01) and T(rec) cooling rates (NOpads = 0.28°C/min ± 0.14°C/min, PADS = 0.21°C/min ± 0.11°C/min; t(17) = 2.2, P = .02) differed between uniform conditions. Whereas participants cooled faster in NOpads, we still considered the PADS cooling rate to be acceptable (ie, >0.16°C/min). Therefore, if clinicians experience difficulty removing PADS or CWI treatment is delayed, they may immerse fully equipped hyperthermic football players in CWI and maintain acceptable T(rec) cooling rates. Otherwise, PADS should be removed preimmersion to ensure faster body core temperature cooling.
In vitro and in vivo tests of PLA/d-HAp nanocomposite
NASA Astrophysics Data System (ADS)
Thom Nguyen, Thi; Hoang, Thai; Mao Can, Van; Son Ho, Anh; Hai Nguyen, Song; Thu Trang Nguyen, Thi; Pham, Thi Nam; Phuong Nguyen, Thu; Le Hien Nguyen, Thi; Thanh Dinh Thi, Mai
2017-12-01
The bioactivity of the PLA/d-HAp nanocomposite with 30 wt.% d-HAp was evaluated by in vitro tests and indicated that after 7 immersion days in SBF solution, PLA amorphous part was hydrolyzed and PLA crystal part was remained. The formation of apatite on the surface of the material was observed. The in vivo test results of PLA/d-HAp nanocomposite (70/30 wt/wt) on femur of dogs displayed that 3 months after grafting, the materials did not induce any osteitis, osteomyelitis or structural abnormalities. The histological and x-ray image demonstrated a growth of the bone into the material area, while osteitis and osteomyelitis were not observed.
Stereoscopic 3D video games and their effects on engagement
NASA Astrophysics Data System (ADS)
Hogue, Andrew; Kapralos, Bill; Zerebecki, Chris; Tawadrous, Mina; Stanfield, Brodie; Hogue, Urszula
2012-03-01
With television manufacturers developing low-cost stereoscopic 3D displays, a large number of consumers will undoubtedly have access to 3D-capable televisions at home. The availability of 3D technology places the onus on content creators to develop interesting and engaging content. While the technology of stereoscopic displays and content generation are well understood, there are many questions yet to be answered surrounding its effects on the viewer. Effects of stereoscopic display on passive viewers for film are known, however video games are fundamentally different since the viewer/player is actively (rather than passively) engaged in the content. Questions of how stereoscopic viewing affects interaction mechanics have previously been studied in the context of player performance but very few have attempted to quantify the player experience to determine whether stereoscopic 3D has a positive or negative influence on their overall engagement. In this paper we present a preliminary study of the effects stereoscopic 3D have on player engagement in video games. Participants played a video game in two conditions, traditional 2D and stereoscopic 3D and their engagement was quantified using a previously validated self-reporting tool. The results suggest that S3D has a positive effect on immersion, presence, flow, and absorption.
ERIC Educational Resources Information Center
Eden, S.; Bezer, M.
2011-01-01
The research examined the effect of an intervention program employing 3D immersive virtual reality (IVR), which focused on the perception of sequential time, on the mediation level and behavioural aspects of children with intellectual disability (ID). The intervention is based on the mediated learning experience (MLE) theory, which refers the…
ERIC Educational Resources Information Center
Jones, Elizabeth Pufall; Flanagan, Sean; Zaff, Jonathan F.; McClay, Craig; Hynes, Michelle; Cole, Marissa
2016-01-01
The Center for Promise researchers visited four programs across the country to find out what role relationships play in fostering workforce development and career readiness among "risk-immersed" youth: (1) Café Momentum in Dallas; (2) Per Scholas in the Bronx; (3) Urban Alliance in Washington, D.C.; and (4) Year Up in the Bay Area. The…
ERIC Educational Resources Information Center
Evans, Michael A.; Wang, Feihong
2008-01-01
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Berke, Ian M.; Miola, Joseph P.; David, Michael A.; Smith, Melanie K.; Price, Christopher
2016-01-01
In situ, cells of the musculoskeletal system reside within complex and often interconnected 3-D environments. Key to better understanding how 3-D tissue and cellular environments regulate musculoskeletal physiology, homeostasis, and health is the use of robust methodologies for directly visualizing cell-cell and cell-matrix architecture in situ. However, the use of standard optical imaging techniques is often of limited utility in deep imaging of intact musculoskeletal tissues due to the highly scattering nature of biological tissues. Drawing inspiration from recent developments in the deep-tissue imaging field, we describe the application of immersion based optical clearing techniques, which utilize the principle of refractive index (RI) matching between the clearing/mounting media and tissue under observation, to improve the deep, in situ imaging of musculoskeletal tissues. To date, few optical clearing techniques have been applied specifically to musculoskeletal tissues, and a systematic comparison of the clearing ability of optical clearing agents in musculoskeletal tissues has yet to be fully demonstrated. In this study we tested the ability of eight different aqueous and non-aqueous clearing agents, with RIs ranging from 1.45 to 1.56, to optically clear murine knee joints and cortical bone. We demonstrated and quantified the ability of these optical clearing agents to clear musculoskeletal tissues and improve both macro- and micro-scale imaging of musculoskeletal tissue across several imaging modalities (stereomicroscopy, spectroscopy, and one-, and two-photon confocal microscopy) and investigational techniques (dynamic bone labeling and en bloc tissue staining). Based upon these findings we believe that optical clearing, in combination with advanced imaging techniques, has the potential to complement classical musculoskeletal analysis techniques; opening the door for improved in situ investigation and quantification of musculoskeletal tissues. PMID:26930293
Berke, Ian M; Miola, Joseph P; David, Michael A; Smith, Melanie K; Price, Christopher
2016-01-01
In situ, cells of the musculoskeletal system reside within complex and often interconnected 3-D environments. Key to better understanding how 3-D tissue and cellular environments regulate musculoskeletal physiology, homeostasis, and health is the use of robust methodologies for directly visualizing cell-cell and cell-matrix architecture in situ. However, the use of standard optical imaging techniques is often of limited utility in deep imaging of intact musculoskeletal tissues due to the highly scattering nature of biological tissues. Drawing inspiration from recent developments in the deep-tissue imaging field, we describe the application of immersion based optical clearing techniques, which utilize the principle of refractive index (RI) matching between the clearing/mounting media and tissue under observation, to improve the deep, in situ imaging of musculoskeletal tissues. To date, few optical clearing techniques have been applied specifically to musculoskeletal tissues, and a systematic comparison of the clearing ability of optical clearing agents in musculoskeletal tissues has yet to be fully demonstrated. In this study we tested the ability of eight different aqueous and non-aqueous clearing agents, with RIs ranging from 1.45 to 1.56, to optically clear murine knee joints and cortical bone. We demonstrated and quantified the ability of these optical clearing agents to clear musculoskeletal tissues and improve both macro- and micro-scale imaging of musculoskeletal tissue across several imaging modalities (stereomicroscopy, spectroscopy, and one-, and two-photon confocal microscopy) and investigational techniques (dynamic bone labeling and en bloc tissue staining). Based upon these findings we believe that optical clearing, in combination with advanced imaging techniques, has the potential to complement classical musculoskeletal analysis techniques; opening the door for improved in situ investigation and quantification of musculoskeletal tissues.
Vroom: designing an augmented environment for remote collaboration in digital cinema production
NASA Astrophysics Data System (ADS)
Margolis, Todd; Cornish, Tracy
2013-03-01
As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.
Novel spot size converter for coupling standard single mode fibers to SOI waveguides
NASA Astrophysics Data System (ADS)
Sisto, Marco Michele; Fisette, Bruno; Paultre, Jacques-Edmond; Paquet, Alex; Desroches, Yan
2016-03-01
We have designed and numerically simulated a novel spot size converter for coupling standard single mode fibers with 10.4μm mode field diameter to 500nm × 220nm SOI waveguides. Simulations based on the eigenmode expansion method show a coupling loss of 0.4dB at 1550nm for the TE mode at perfect alignment. The alignment tolerance on the plane normal to the fiber axis is evaluated at +/-2.2μm for <=1dB excess loss, which is comparable to the alignment tolerance between two butt-coupled standard single mode fibers. The converter is based on a cross-like arrangement of SiOxNy waveguides immersed in a 12μm-thick SiO2 cladding region deposited on top of the SOI chip. The waveguides are designed to collectively support a single degenerate mode for TE and TM polarizations. This guided mode features a large overlap to the LP01 mode of standard telecom fibers. Along the spot size converter length (450μm), the mode is first gradually confined in a single SiOxNy waveguide by tapering its width. Then, the mode is adiabatically coupled to a SOI waveguide underneath the structure through a SOI inverted taper. The shapes of SiOxNy and SOI tapers are optimized to minimize coupling loss and structure length, and to ensure adiabatic mode evolution along the structure, thus improving the design robustness to fabrication process errors. A tolerance analysis based on conservative microfabrication capabilities suggests that coupling loss penalty from fabrication errors can be maintained below 0.3dB. The proposed spot size converter is fully compliant to industry standard microfabrication processes available at INO.
Landslide Spreading, Impulse Water Waves and Modelling of the Vajont Rockslide
NASA Astrophysics Data System (ADS)
Crosta, Giovanni B.; Imposimato, Silvia; Roddeman, Dennis
2016-06-01
Landslides can occur in different environments and can interact with or fall into water reservoirs or open sea with different characteristics. The subaerial evolution and the transition from subaerial to subaqueous conditions can strongly control the landslide evolution and the generated impulse waves, and consequently the final hazard zonation. We intend to model the landslide spreading, the impact with the water surface and the generation of the impulse wave under different 2D and 3D conditions and settings. We verify the capabilities of a fully 2D and 3D FEM ALE approach to model and analyse near-field evolution. To this aim we validate the code against 2D laboratory experiments for different Froude number conditions (Fr = 1.4, 3.2). Then the Vajont rockslide (Fr = 0.26-0.75) and the consequent impulse wave are simulated in 2D and 3D. The sliding mass is simulated as an elasto-plastic Mohr-Coulomb material and the lake water as a fully inviscid low compressibility fluid. The rockslide model is validated against field observations, including the total duration, the profile and internal geometry of the final deposit, the maximum water run-up on the opposite valley flank and on the rockslide mass. 2D models are presented for both the case of a dry valley and that of the impounded lake. The set of fully 3D simulations are the first ones available and considering the rockslide evolution, propagation and interaction with the water reservoir. Advantages and disadvantages of the modelling approach are discussed.
Hortolà, Policarp
2010-01-01
When dealing with microscopic still images of some kinds of samples, the out-of-focus problem represents a particularly serious limiting factor for the subsequent generation of fully sharp 3D animations. In order to produce fully-focused 3D animations of strongly uneven surface microareas, a vertical stack of six digital secondary-electron SEM micrographs of a human bloodstain microarea was acquired. Afterwards, single combined images were generated using a macrophotography and light microscope image post-processing software. Subsequently, 3D animations of texture and topography were obtained in different formats using a combination of software tools. Finally, a 3D-like animation of a texture-topography composite was obtained in different formats using another combination of software tools. By one hand, results indicate that the use of image post-processing software not concerned primarily with electron micrographs allows to obtain, in an easy way, fully-focused images of strongly uneven surface microareas of bloodstains from small series of partially out-of-focus digital SEM micrographs. On the other hand, results also indicate that such small series of electron micrographs can be utilized for generating 3D and 3D-like animations that can subsequently be converted into different formats, by using certain user-friendly software facilities not originally designed for use in SEM, that are easily available from Internet. Although the focus of this study was on bloodstains, the methods used in it well probably are also of relevance for studying the surface microstructures of other organic or inorganic materials whose sharp displaying is difficult of obtaining from a single SEM micrograph.
NASA Astrophysics Data System (ADS)
Zarubin, V.; Bychkov, A.; Simonova, V.; Zhigarkov, V.; Karabutov, A.; Cherepetskaya, E.
2018-05-01
In this paper, a technique for reflection mode immersion 2D laser-ultrasound tomography of solid objects with piecewise linear 2D surface profiles is presented. Pulsed laser radiation was used for generation of short ultrasonic probe pulses, providing high spatial resolution. A piezofilm sensor array was used for detection of the waves reflected by the surface and internal inhomogeneities of the object. The original ultrasonic image reconstruction algorithm accounting for refraction of acoustic waves at the liquid-solid interface provided longitudinal resolution better than 100 μm in the polymethyl methacrylate sample object.
3D modeling based on CityEngine
NASA Astrophysics Data System (ADS)
Jia, Guangyin; Liao, Kaiju
2017-03-01
Currently, there are many 3D modeling softwares, like 3DMAX, AUTOCAD, and more populous BIM softwares represented by REVIT. CityEngine modeling software introduced in this paper can fully utilize the existing GIS data and combine other built models to make 3D modeling on internal and external part of buildings in a rapid and batch manner, so as to improve the 3D modeling efficiency.
Porosity of temporary denture soft liners containing antifungal agents.
Lima, Jozely Francisca Mello; Maciel, Janaína Gomes; Hotta, Juliana; Vizoto, Ana Carolina Pero; Honório, Heitor Marques; Urban, Vanessa Migliorini; Neppelenbroek, Karin Hermana
2016-01-01
To evaluate the porosity of a tissue conditioner (Softone) and a temporary resilient liner (Trusoft) modified by minimum inhibitory concentrations (MICs) of antifungal agents for Candida albicans biofilm. The porosity was measured by water absorption, based on exclusion of the plasticizer effect. Initially, it was determined by sorption isotherms that the adequate storage solution for specimens (65×10×3.3 mm) of both materials was 50% anhydrous calcium chloride (S50). Then, the porosity factor (PF) was calculated for the study groups (n=10) formed by specimens without (control) or with drug incorporation at MICs (nystatin: Ny-0.032 g, chlorhexidine diacetate: Chx-0.064 g, or ketoconazole: Ke-0.128 g each per gram of soft liner powder) after storage in distilled water or S50 for 24 h, seven and 14 d. Data were statistically analyzed by 4-way repeated measures ANOVA and Tukey's test (α=.05). Ke resulted in no significant changes in PF for both liners in water over 14 days (p>0.05). Compared with the controls, Softone and Trusoft PFs were increased at 14-day water immersion only after addition of Ny and Chx, and Chx, respectively (p<0.05). Both materials showed no significant changes in PF in up to 14 days of S50 immersion, compared with the controls (p>0.05). In all experimental conditions, Softone and Trusoft PFs were significantly lower when immersed in S50 compared with distilled water (p<0.05). The addition of antifungals at MICs resulted in no harmful effects for the porosity of both temporary soft liners in different periods of water immersion, except for Chx and Ny in Softone and Chx in Trusoft at 14 days. No deleterious effect was observed for the porosity of both soft liners modified by the drugs at MICs over 14 days of S50 immersion.
ERIC Educational Resources Information Center
Parkin, Michael; And Others
Canadian research relevant to French immersion program development in Ontario is reviewed and summarized. The review includes studies on six program or instructional aspects: (1) attitudes and motivation of immersion students and parents; (2) achievement of immersion students in English language arts and other subjects; (3) French proficiency and…
Gao, Chunxia; Rahaman, Mohamed N; Gao, Qiang; Teramoto, Akira; Abe, Koji
2013-07-01
The development of inorganic-organic hybrid scaffolds with controllable degradation and bioactive properties is receiving considerable interest for bone and tissue regeneration. The objective of this study was to create hybrid scaffolds of gelatin and bioactive glass (BG) with a controlled, three-dimensional (3D) architecture by a combined sol-gel and robotic deposition (robocasting) method and evaluate their mechanical response, bioactivity, and response to cells in vitro. Inks for robotic deposition of the scaffolds were prepared by dissolving gelatin in a sol-gel precursor solution of the bioactive glass (70SiO2 -25CaO-5P2 O5 ; mol%) and aging the solution to form a gel with the requisite viscosity. After drying and crosslinking, the gelatin-BG scaffolds, with a grid-like architecture (filament diameter ∼350 µm; pore width ∼550 µm), showed an elasto-plastic response, with a compressive strength of 5.1 ± 0.6 MPa, in the range of values for human trabecular bone (2-12 MPa). When immersed in phosphate-buffered saline, the crosslinked scaffolds rapidly absorbed water (∼440% of its dry weight after 2 h) and showed an elastic response at deformations up to ∼60%. Immersion of the scaffolds in a simulated body fluid resulted in the formation of a hydroxyapatite-like surface layer within 5 days, indicating their bioactivity in vitro. The scaffolds supported the proliferation, alkaline phosphatase activity, and mineralization of osteogenic MC3T3-E1 cells in vitro, showing their biocompatibility. Altogether, the results indicate that these gelatin-BG hybrid scaffolds with a controlled, 3D architecture of inter-connected pores have potential for use as implants for bone regeneration. Copyright © 2012 Wiley Periodicals, Inc.
A technique for thick polymer coating of inertial-confinement-fusion targets
NASA Technical Reports Server (NTRS)
Lee, M. C.; Feng, I.-A.; Wang, T. G.; Kim, H.-G.
1983-01-01
A technique to coat a stalk-mounted inertial-confinement fusion (ICF) target with a thick polymer layer has been successfully demonstrated. The polymer solution is first atomized, allowed to coalesce into a droplet, and positioned in a stable acoustic levitating field. The stalk-mounted ICF target is then moved into the acoustic field by manipulating a 3-D positioner to penetrate the surface membrane of the droplet, thus immersing the target in the levitated coating solution. The target inside the droplet is maintained at the center of the levitated liquid using the 3-D positional information provided by two orthogonally placed TV cameras until the drying process is completed. The basic components of the experimental apparatus, including an acoustic levitator, liquid sample deployment device, image acquisition instrumentation, and 3-D positioner, are briefly described.
Virtual Reconstruction of Lost Architectures: from the Tls Survey to AR Visualization
NASA Astrophysics Data System (ADS)
Quattrini, R.; Pierdicca, R.; Frontoni, E.; Barcaglioni, R.
2016-06-01
The exploitation of high quality 3D models for dissemination of archaeological heritage is currently an investigated topic, although Mobile Augmented Reality platforms for historical architecture are not available, allowing to develop low-cost pipelines for effective contents. The paper presents a virtual anastylosis, starting from historical sources and from 3D model based on TLS survey. Several efforts and outputs in augmented or immersive environments, exploiting this reconstruction, are discussed. The work demonstrates the feasibility of a 3D reconstruction approach for complex architectural shapes starting from point clouds and its AR/VR exploitation, allowing the superimposition with archaeological evidences. Major contributions consist in the presentation and the discussion of a pipeline starting from the virtual model, to its simplification showing several outcomes, comparing also the supported data qualities and advantages/disadvantages due to MAR and VR limitations.
A strategic map for high-impact virtual experience design
NASA Astrophysics Data System (ADS)
Faste, Haakon; Bergamasco, Massimo
2009-02-01
We have employed methodologies of human centered design to inspire and guide the engineering of a definitive low-cost aesthetic multimodal experience intended to stimulate cultural growth. Using a combination of design research, trend analysis and the programming of immersive virtual 3D worlds, over 250 innovative concepts have been brainstormed, prototyped, evaluated and refined. These concepts have been used to create a strategic map for the development of highimpact virtual art experiences, the most promising of which have been incorporated into a multimodal environment programmed in the online interactive 3D platform XVR. A group of test users have evaluated the experience as it has evolved, using a multimodal interface with stereo vision, 3D audio and haptic feedback. This paper discusses the process, content, results, and impact on our engineering laboratory that this research has produced.
Numerical study of the 3-D effect on FEL performance and its application to the APS LEUTL FEL
DOE Office of Scientific and Technical Information (OSTI.GOV)
Chae, Y.C.
A Low-Energy Undulator Test Line (LEUTL) is under construction at the Advanced Photon Source (APS). In LEUTL periodic focusing is provided by external quadrupoles. This results in an elliptical beam with its betatron oscillation envelope varying along the undulators. The free-electron laser (FEL) interaction with such a beam will exhibit truly 3-D effects. Thus the investigation of 3-D effects is important in optimizing the FEL performance. The programs GINGER and TDA3D, coupled with theoretically known facts, have been used for this purpose. Both programs are fully 3-D in moving the particle, but model the interaction between particles and axially symmetricmore » electromagnetic waves. Even though TDA3D can include a few azimuthal modes in the interaction, it is still not a fully 3-D FEL code. However, they show that these 2-D programs can still be used for an elliptical beam whose aspect ratio is within certain limits. The author presents numerical results of FEL performance for the circular beam, the elliptical beam, and finally for the beam in the realistic LEUTL lattice.« less
Evaluation of a low-cost 3D sound system for immersive virtual reality training systems.
Doerr, Kai-Uwe; Rademacher, Holger; Huesgen, Silke; Kubbat, Wolfgang
2007-01-01
Since Head Mounted Displays (HMD), datagloves, tracking systems, and powerful computer graphics resources are nowadays in an affordable price range, the usage of PC-based "Virtual Training Systems" becomes very attractive. However, due to the limited field of view of HMD devices, additional modalities have to be provided to benefit from 3D environments. A 3D sound simulation can improve the capabilities of VR systems dramatically. Unfortunately, realistic 3D sound simulations are expensive and demand a tremendous amount of computational power to calculate reverberation, occlusion, and obstruction effects. To use 3D sound in a PC-based training system as a way to direct and guide trainees to observe specific events in 3D space, a cheaper alternative has to be provided, so that a broader range of applications can take advantage of this modality. To address this issue, we focus in this paper on the evaluation of a low-cost 3D sound simulation that is capable of providing traceable 3D sound events. We describe our experimental system setup using conventional stereo headsets in combination with a tracked HMD device and present our results with regard to precision, speed, and used signal types for localizing simulated sound events in a virtual training environment.
2008-01-01
The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger’s Diffusion of Innovations Theory and Siemens’ Connectivism Theory for today’s learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare. PMID:18762473
Hansen, Margaret M
2008-09-01
The author provides a critical overview of three-dimensional (3-D) virtual worlds and "serious gaming" that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.
2008-04-01
Hot Working of Titanium 5a. CONTRACT NUMBER F33615-03-D-5801-0043 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 61202F 6 . AUTHOR(S) A.A...micrographs and thus to correlate microstructural features and texture data [3- 6 ]. For instance, Germain, et al. [3, 4 ] linked local orientations...microstructures can be developed in alpha/beta titanium alloys by TMP [2- 4 ], namely, fully lamellar, fully equiaxed, and duplex (bi-modal). A mixture
DOE Office of Scientific and Technical Information (OSTI.GOV)
Timothy Shaw; Anthony Baratta; Vaughn Whisker
2005-02-28
Task 4 report of 3 year DOE NERI-sponsored effort evaluating immersive virtual reality (CAVE) technology for design review, construction planning, and maintenance planning and training for next generation nuclear power plants. Program covers development of full-scale virtual mockups generated from 3D CAD data presented in a CAVE visualization facility. This report focuses on using Full-scale virtual mockups for nuclear power plant training applications.
Towards dense volumetric pancreas segmentation in CT using 3D fully convolutional networks
NASA Astrophysics Data System (ADS)
Roth, Holger; Oda, Masahiro; Shimizu, Natsuki; Oda, Hirohisa; Hayashi, Yuichiro; Kitasaka, Takayuki; Fujiwara, Michitaka; Misawa, Kazunari; Mori, Kensaku
2018-03-01
Pancreas segmentation in computed tomography imaging has been historically difficult for automated methods because of the large shape and size variations between patients. In this work, we describe a custom-build 3D fully convolutional network (FCN) that can process a 3D image including the whole pancreas and produce an automatic segmentation. We investigate two variations of the 3D FCN architecture; one with concatenation and one with summation skip connections to the decoder part of the network. We evaluate our methods on a dataset from a clinical trial with gastric cancer patients, including 147 contrast enhanced abdominal CT scans acquired in the portal venous phase. Using the summation architecture, we achieve an average Dice score of 89.7 +/- 3.8 (range [79.8, 94.8])% in testing, achieving the new state-of-the-art performance in pancreas segmentation on this dataset.
3D model assisted fully automated scanning laser Doppler vibrometer measurements
NASA Astrophysics Data System (ADS)
Sels, Seppe; Ribbens, Bart; Bogaerts, Boris; Peeters, Jeroen; Vanlanduit, Steve
2017-12-01
In this paper, a new fully automated scanning laser Doppler vibrometer (LDV) measurement technique is presented. In contrast to existing scanning LDV techniques which use a 2D camera for the manual selection of sample points, we use a 3D Time-of-Flight camera in combination with a CAD file of the test object to automatically obtain measurements at pre-defined locations. The proposed procedure allows users to test prototypes in a shorter time because physical measurement locations are determined without user interaction. Another benefit from this methodology is that it incorporates automatic mapping between a CAD model and the vibration measurements. This mapping can be used to visualize measurements directly on a 3D CAD model. The proposed method is illustrated with vibration measurements of an unmanned aerial vehicle
ERIC Educational Resources Information Center
Ly, Samie Li Shang; Saadé, Raafat; Morin, Danielle
2017-01-01
Aim/Purpose: Teaching and learning is no longer the same and the paradigm shift has not settled yet. Information technology (IT) and its worldwide use impacts student learning methods and associated pedagogical models. Background: In this study we frame immersive learning as a method that we believe can be designed by pedagogical models such as…
ERIC Educational Resources Information Center
Leduc, Denise
This guide to secondary school French reading instruction addresses a variety of general and specific instructional issues. An introductory chapter discusses program objectives, minimum program requirements, and the population to be taught. The second chapter looks at theoretical aspects of the development of reading ability: current thoughts on…
Immersion Cooling of Electronics in DoD Installations
2016-05-01
2012). Bitcoin Mining Electronics Cooling Development In January 2013, inventor/consultant Mark Miyoshi began development of a two-phase cooling...system using Novec 649 to be used for cooling bitcoin mining hardware. After a short trial period, hardware power supply and logic-board failures...are reports of bitcoin mining companies vertically stacking two-phase immersion baths to improve the floor space density, but this approach is likely
Stefan-van Staden, Raluca-Ioana; Comnea-Stancu, Ionela Raluca; Yanık, Hülya; Göksel, Meltem; Alexandru, Anghel; Durmuş, Mahmut
2017-10-01
Phthalocyanine-BODIPY dye (BODIPY = boron dipyrromethene) was synthesized, fully characterized, and used for molecular recognition of CYFRA 21-1, a lung cancer biomarker, from whole blood samples. Thin films of three magnesium oxides ((MgO) n , where n = 8, 9, or 10)) were deposited on a paper substrate, and they were immersed in a solution of phthalocyanine-BODIPY dye (1.17 × 10 -3 mol/L) for the design of stochastic sensors. Limits of determination of picograms per milliliter magnitude order were recorded for the proposed stochastic sensors. CYFRA 21-1 was reliably identified and determined with recoveries higher than 95% and RSD lower than 1% in whole blood samples.
NASA Technical Reports Server (NTRS)
Twombly, I. Alexander; Smith, Jeffrey; Bruyns, Cynthia; Montgomery, Kevin; Boyle, Richard
2003-01-01
The International Space Station will soon provide an unparalleled research facility for studying the near- and longer-term effects of microgravity on living systems. Using the Space Station Glovebox Facility - a compact, fully contained reach-in environment - astronauts will conduct technically challenging life sciences experiments. Virtual environment technologies are being developed at NASA Ames Research Center to help realize the scientific potential of this unique resource by facilitating the experimental hardware and protocol designs and by assisting the astronauts in training. The Virtual GloveboX (VGX) integrates high-fidelity graphics, force-feedback devices and real- time computer simulation engines to achieve an immersive training environment. Here, we describe the prototype VGX system, the distributed processing architecture used in the simulation environment, and modifications to the visualization pipeline required to accommodate the display configuration.
Integrating Intelligence and Building Teams Within the Infantry Immersion Trainer
2009-09-01
understanding that a motivated learner (trainee) has a potential to be the best learner (trainee). 30 Yuhas et al. (2008) provided a list of...unit member needs to be fully trained and engaged and directly supporting the strategy of “every Marine collector, every Marine reporter.” Marines also...recreation of the battlefield environment—physically, visually, aurally , and aromatically. Mission actions are carried out through interaction with
NASA Astrophysics Data System (ADS)
Kou, Wenjun; Pandolfino, John E.; Kahrilas, Peter J.; Patankar, Neelesh A.
2016-11-01
In this work, we develop a fully coupled bolus-esophageal-gastric model to study esophageal emptying based on the immersed boundary method. The model includes an esophageal segment, an ellipsoid-shaped stomach, and a bolus. It can easily handle the passive and active function of the lower esophageal sphincter (LES). Two groups of case studies are presented. The first group is about the influence from tissue anisotropy. Simulation shows that the weaker (or more compliant) part suffers from a higher wall shear stress and higher pressure load when the bolus is filled in and emptied from the LES segment. This implies a degradation cycle in which a weaker tissue becomes much weaker due to an increased load, a possible pathway to the esophageal lower diverticulum. The second group is about bulge formation resulting from asymmetric anatomy and a compliant LES. In particular, we find a right bulge tends to develop for a compliant LES. The bulge is most pronounced with a highest stiffness of the gastric wall. This implies that the competition between the LES stiffness and gastric wall stiffness might be another factor related to the esophageal lower diverticulum. The support of Grant R01 DK56033 and R01 DK079902 from NIH is gratefully acknowledged.
Bonding capacity of the GFRP-S on strengthened RC beams after sea water immersion
NASA Astrophysics Data System (ADS)
Sultan, Mufti Amir; Djamaluddin, Rudy
2017-11-01
Construction of concrete structures that located in extreme environments are such as coastal areas will result in decreased strength or even the damage of the structures. As well know, chloride contained in sea water is responsible for strength reduction or structure fail were hence maintenance and repairs on concrete structure urgently needed. One popular method of structural improvements which under investigation is to use the material Glass Fibre Reinforced Polymer which has one of the advantages such as corrosion resistance. This research will be conducted experimental studies to investigate the bonding capacity behavior of reinforced concrete beams with reinforcement GFRP-S immersed in sea water using immersion time of one month, three months, six months and twelve months. Test specimen consists of 12 pieces of reinforced concrete beams with dimensions (150x200x3000) mm that had been reinforced with GFRP-S in the area of bending, the beam without immersion (B0), immersion one month (B1), three months (B3), six months (B6) and twelve months (B12). Test specimen were cured for 28 days before the application of the GFRP sheet. Test specimen B1, B3, B6 and B12 that have been immersed in sea water pool with a immersion time each 1, 3, 6 and 12 months. The test specimen without immersion test by providing a static load until it reaches the failure, to record data during the test strain gauge mounted on the surface of the specimen and the GFRP to collect the strain value. From the research it obvious that there is a decrease bonding capacity on specimens immersed for one month, three months, six months and twelve months against the test object without immersion of 8.85%; 8.89%; 9.33% and 11.04%.
NASA Astrophysics Data System (ADS)
Kadrmas, Dan J.; Frey, Eric C.; Karimi, Seemeen S.; Tsui, Benjamin M. W.
1998-04-01
Accurate scatter compensation in SPECT can be performed by modelling the scatter response function during the reconstruction process. This method is called reconstruction-based scatter compensation (RBSC). It has been shown that RBSC has a number of advantages over other methods of compensating for scatter, but using RBSC for fully 3D compensation has resulted in prohibitively long reconstruction times. In this work we propose two new methods that can be used in conjunction with existing methods to achieve marked reductions in RBSC reconstruction times. The first method, coarse-grid scatter modelling, significantly accelerates the scatter model by exploiting the fact that scatter is dominated by low-frequency information. The second method, intermittent RBSC, further accelerates the reconstruction process by limiting the number of iterations during which scatter is modelled. The fast implementations were evaluated using a Monte Carlo simulated experiment of the 3D MCAT phantom with
tracer, and also using experimentally acquired data with
tracer. Results indicated that these fast methods can reconstruct, with fully 3D compensation, images very similar to those obtained using standard RBSC methods, and in reconstruction times that are an order of magnitude shorter. Using these methods, fully 3D iterative reconstruction with RBSC can be performed well within the realm of clinically realistic times (under 10 minutes for
image reconstruction).
EPE analysis of sub-N10 BEoL flow with and without fully self-aligned via using Coventor SEMulator3D
NASA Astrophysics Data System (ADS)
Franke, Joern-Holger; Gallagher, Matt; Murdoch, Gayle; Halder, Sandip; Juncker, Aurelie; Clark, William
2017-03-01
During the last few decades, the semiconductor industry has been able to scale device performance up while driving costs down. What started off as simple geometrical scaling, driven mostly by advances in lithography, has recently been accompanied by advances in processing techniques and in device architectures. The trend to combine efforts using process technology and lithography is expected to intensify, as further scaling becomes ever more difficult. One promising component of future nodes are "scaling boosters", i.e. processing techniques that enable further scaling. An indispensable component in developing these ever more complex processing techniques is semiconductor process modeling software. Visualization of complex 3D structures in SEMulator3D, along with budget analysis on film thicknesses, CD and etch budgets, allow process integrators to compare flows before any physical wafers are run. Hundreds of "virtual" wafers allow comparison of different processing approaches, along with EUV or DUV patterning options for defined layers and different overlay schemes. This "virtual fabrication" technology produces massively parallel process variation studies that would be highly time-consuming or expensive in experiment. Here, we focus on one particular scaling booster, the fully self-aligned via (FSAV). We compare metal-via-metal (mevia-me) chains with self-aligned and fully-self-aligned via's using a calibrated model for imec's N7 BEoL flow. To model overall variability, 3D Monte Carlo modeling of as many variability sources as possible is critical. We use Coventor SEMulator3D to extract minimum me-me distances and contact areas and show how fully self-aligned vias allow a better me-via distance control and tighter via-me contact area variability compared with the standard self-aligned via (SAV) approach.
A novel fully-humanised 3D skin equivalent to model early melanoma invasion
Hill, David S; Robinson, Neil D P; Caley, Matthew P; Chen, Mei; O’Toole, Edel A; Armstrong, Jane L; Przyborski, Stefan; Lovat, Penny E
2015-01-01
Metastatic melanoma remains incurable, emphasising the acute need for improved research models to investigate the underlying biological mechanisms mediating tumour invasion and metastasis, and to develop more effective targeted therapies to improve clinical outcome. Available animal models of melanoma do not accurately reflect human disease and current in vitro human skin equivalent models incorporating melanoma cells are not fully representative of the human skin microenvironment. We have developed a robust and reproducible, fully-humanised 3D skin equivalent comprising a stratified, terminally differentiated epidermis and a dermal compartment consisting of fibroblast-generated extracellular matrix. Melanoma cells incorporated into the epidermis were able to invade through the basement membrane and into the dermis, mirroring early tumour invasion in vivo. Comparison of our novel 3D melanoma skin equivalent with melanoma in situ and metastatic melanoma indicates this model accurately recreates features of disease pathology, making it a physiologically representative model of early radial and vertical growth phase melanoma invasion. PMID:26330548
NASA Astrophysics Data System (ADS)
Murphy, M.; Chenaux, A.; Keenaghan, G.; GIbson, V..; Butler, J.; Pybusr, C.
2017-08-01
In this paper the recording and design for a Virtual Reality Immersive Model of Armagh Observatory is presented, which will replicate the historic buildings and landscape with distant meridian markers and position of its principal historic instruments within a model of the night sky showing the position of bright stars. The virtual reality model can be used for educational purposes allowing the instruments within the historic building model to be manipulated within 3D space to demonstrate how the position measurements of stars were made in the 18th century. A description is given of current student and researchers activities concerning on-site recording and surveying and the virtual modelling of the buildings and landscape. This is followed by a design for a Virtual Reality Immersive Model of Armagh Observatory use game engine and virtual learning platforms and concepts.
A Sparsity-Based Approach to 3D Binaural Sound Synthesis Using Time-Frequency Array Processing
NASA Astrophysics Data System (ADS)
Cobos, Maximo; Lopez, JoseJ; Spors, Sascha
2010-12-01
Localization of sounds in physical space plays a very important role in multiple audio-related disciplines, such as music, telecommunications, and audiovisual productions. Binaural recording is the most commonly used method to provide an immersive sound experience by means of headphone reproduction. However, it requires a very specific recording setup using high-fidelity microphones mounted in a dummy head. In this paper, we present a novel processing framework for binaural sound recording and reproduction that avoids the use of dummy heads, which is specially suitable for immersive teleconferencing applications. The method is based on a time-frequency analysis of the spatial properties of the sound picked up by a simple tetrahedral microphone array, assuming source sparseness. The experiments carried out using simulations and a real-time prototype confirm the validity of the proposed approach.
ERIC Educational Resources Information Center
Warburton, Steven
2009-01-01
"Second Life" (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by…
Re-engineering the stereoscope for the 21st Century
NASA Astrophysics Data System (ADS)
Kollin, Joel S.; Hollander, Ari J.
2007-02-01
While discussing the current state of stereo head-mounted and 3D projection displays, the authors came to the realization that flat-panel LCD displays offer higher resolution than projection for stereo display at a low (and continually dropping) cost. More specifically, where head-mounted displays of moderate resolution and field-of-view cost tens of thousands of dollars, we can achieve an angular resolution approaching that of the human eye with a field-of-view (FOV) greater than 90° for less than $1500. For many immersive applications head tracking is unnecessary and sometimes even undesirable, and a low cost/high quality wide FOV display may significantly increase the application space for 3D display. After outlining the problem and potential of this solution we describe the initial construction of a simple Wheatstone stereoscope using 24" LCD displays and then show engineering improvements that increase the FOV and usability of the system. The applicability of a high-immersion, high-resolution display for art, entertainment, and simulation is presented along with a content production system that utilizes the capabilities of the system. We then discuss the potential use of the system for VR pain control therapy, treatment of post-traumatic stress disorders and other serious games applications.
Fan, Wen; Yan, Bing; Wang, Zengbo; Wu, Limin
2016-01-01
Although all-dielectric metamaterials offer a low-loss alternative to current metal-based metamaterials to manipulate light at the nanoscale and may have important applications, very few have been reported to date owing to the current nanofabrication technologies. We develop a new “nano–solid-fluid assembly” method using 15-nm TiO2 nanoparticles as building blocks to fabricate the first three-dimensional (3D) all-dielectric metamaterial at visible frequencies. Because of its optical transparency, high refractive index, and deep-subwavelength structures, this 3D all-dielectric metamaterial-based solid immersion lens (mSIL) can produce a sharp image with a super-resolution of at least 45 nm under a white-light optical microscope, significantly exceeding the classical diffraction limit and previous near-field imaging techniques. Theoretical analysis reveals that electric field enhancement can be formed between contacting TiO2 nanoparticles, which causes effective confinement and propagation of visible light at the deep-subwavelength scale. This endows the mSIL with unusual abilities to illuminate object surfaces with large-area nanoscale near-field evanescent spots and to collect and convert the evanescent information into propagating waves. Our all-dielectric metamaterial design strategy demonstrates the potential to develop low-loss nanophotonic devices at visible frequencies. PMID:27536727
NASA Astrophysics Data System (ADS)
Tan, Ing Hwie; Ueda, Mario; Kostov, Konstantin; Nascente, Pedro Augusto P.; Demarquette, Nicole Raymonde
2004-09-01
Nitrogen ions were implanted by plasma immersion in Kapton, Mylar and polypropylene, with the objective of forming a diamond-like carbon layer on these polymers. The Raman spectrum of the implanted polypropylene showed typical Diamond-Like Carbon (DLC) graphite (G) and disorder (D) peaks, with an sp3/sp2 hybridization ratio of approximately 0.4 to 0.6. The XPS analysis of the three implanted polymers also showed peaks of C-C and N-C bonds in the sp3 configuration, with hybridization ratios in the same range as the Raman result. The implanted polymers were exposed to oxygen plasma to test the resistance of the polymers to oxygen degradation. Mass loss rate results, however, showed that the DLC layer formed is not sufficiently robust for this application. Nevertheless, the layer formed can be suitable for other applications such as in gas barriers in beverage containers. Further study of implantation conditions may improve the quality of the DLC layer.
Mechanical properties of calcium phosphate scaffolds fabricated by robocasting.
Miranda, Pedro; Pajares, Antonia; Saiz, Eduardo; Tomsia, Antoni P; Guiberteau, Fernando
2008-04-01
The mechanical behavior under compressive stresses of beta-tricalcium phosphate (beta-TCP) and hydroxyapatite (HA) scaffolds fabricated by direct-write assembly (robocasting) technique is analyzed. Concentrated colloidal inks prepared from beta-TCP and HA commercial powders were used to fabricate porous structures consisting of a 3-D tetragonal mesh of interpenetrating ceramic rods. The compressive strength and elastic modulus of these model scaffolds were determined by uniaxial testing to compare the relative performance of the selected materials. The effect of a 3-week immersion in simulated body fluid (SBF) on the strength of the scaffolds was also analyzed. The results are compared with those reported in the literature for calcium phosphate scaffolds and human bone. The robocast calcium phosphate scaffolds were found to exhibit excellent mechanical performances in terms of strength, especially the HA structures after SBF immersion, indicating a great potential of this type of scaffolds for use in load-bearing bone tissue engineering applications. Copyright 2007 Wiley Periodicals, Inc.
How incorporation of scents could enhance immersive virtual experiences
Ischer, Matthieu; Baron, Naëm; Mermoud, Christophe; Cayeux, Isabelle; Porcherot, Christelle; Sander, David; Delplanque, Sylvain
2014-01-01
Under normal everyday conditions, senses all work together to create experiences that fill a typical person's life. Unfortunately for behavioral and cognitive researchers who investigate such experiences, standard laboratory tests are usually conducted in a nondescript room in front of a computer screen. They are very far from replicating the complexity of real world experiences. Recently, immersive virtual reality (IVR) environments became promising methods to immerse people into an almost real environment that involves more senses. IVR environments provide many similarities to the complexity of the real world and at the same time allow experimenters to constrain experimental parameters to obtain empirical data. This can eventually lead to better treatment options and/or new mechanistic hypotheses. The idea that increasing sensory modalities improve the realism of IVR environments has been empirically supported, but the senses used did not usually include olfaction. In this technology report, we will present an odor delivery system applied to a state-of-the-art IVR technology. The platform provides a three-dimensional, immersive, and fully interactive visualization environment called “Brain and Behavioral Laboratory—Immersive System” (BBL-IS). The solution we propose can reliably deliver various complex scents during different virtual scenarios, at a precise time and space and without contamination of the environment. The main features of this platform are: (i) the limited cross-contamination between odorant streams with a fast odor delivery (< 500 ms), (ii) the ease of use and control, and (iii) the possibility to synchronize the delivery of the odorant with pictures, videos or sounds. How this unique technology could be used to investigate typical research questions in olfaction (e.g., emotional elicitation, memory encoding or attentional capture by scents) will also be addressed. PMID:25101017
Particle velocity distribution in a three-dimensional dusty plasma under microgravity conditions
NASA Astrophysics Data System (ADS)
Liu, Bin; Goree, J.; Pustylnik, M. Y.; Thomas, H. M.; Fortov, V. E.; Lipaev, A. M.; Usachev, A. D.; Molotkov, V. I.; Petrov, O. F.; Thoma, M. H.
2018-01-01
The velocity distribution function of dust particles immersed in a plasma was investigated under microgravity conditions. A three-dimensional (3D) cloud of polymer microspheres was suspended in a neon plasma, in the PK-4 instrument onboard the International Space Station (ISS). These dust particles were tracked using video microscopy in a cross section of the 3D dust cloud. The velocity distribution function (VDF) is found to have a non-Maxwellian shape with high-energy tails; it is fit well by a combination of low-energy Maxwellian core and a high-energy non-Gaussian Kappa-distribution halo. Similar non-Maxwellian VDFs are typically observed in space plasmas.
Immersive Earth: Teaching Earth and Space with inexpensive immersive technology
NASA Astrophysics Data System (ADS)
Reiff, P. H.; Sumners, C.; Law, C. C.; Handron, K.
2003-12-01
In 1995 we pioneered "Space Update", the Digital Library for the rest of us", software that was so simple that a child could use it without a keyboard and yet would allow one-click updating of the daily earth and space science images without the dangers of having an open web browser on display. Thanks to NASA support, it allowed museums and schools to have a powerful exhibit for a tiny price. Over 40,000 disks in our series have been distributed so far to educators and the public. In 2003, with our partners we are again revolutionizing educational technology with a low-cost hardware and software solution to creating and displaying immersive content. Recently selected for funding as part of the REASoN competition, Immersive Earth is a partnership of scientists, museums, educators, and content providers. The hardware consists of a modest projector with a special fisheye lens to be used in an inflatable dome which many schools already have. This, coupled with a modest personal computer, can now easily project images and movies of earth and space, allows training students in 3-D content at a tiny fraction of the cost of a cave or fullscale dome theater. Another low-cost solution is the "Imove" system, where spherical movies can play on a personal computer, with the user changing the viewing direction with a joystick. We were the first to create immersive earth science shows, remain the leader in creating educational content that people want to see. We encourage people with "allsky" images or movies to bring it and see what it looks like inside a dome! Your content could be in our next show!
Nature's chemical signatures in human olfaction: a foodborne perspective for future biotechnology.
Dunkel, Andreas; Steinhaus, Martin; Kotthoff, Matthias; Nowak, Bettina; Krautwurst, Dietmar; Schieberle, Peter; Hofmann, Thomas
2014-07-07
The biocatalytic production of flavor naturals that determine chemosensory percepts of foods and beverages is an ever challenging target for academic and industrial research. Advances in chemical trace analysis and post-genomic progress at the chemistry-biology interface revealed odor qualities of nature's chemosensory entities to be defined by odorant-induced olfactory receptor activity patterns. Beyond traditional views, this review and meta-analysis now shows characteristic ratios of only about 3 to 40 genuine key odorants for each food, from a group of about 230 out of circa 10 000 food volatiles. This suggests the foodborn stimulus space has co-evolved with, and roughly match our circa 400 olfactory receptors as best natural agonists. This perspective gives insight into nature's chemical signatures of smell, provides the chemical odor codes of more than 220 food samples, and beyond addresses industrial implications for producing recombinants that fully reconstruct the natural odor signatures for use in flavors and fragrances, fully immersive interactive virtual environments, or humanoid bioelectronic noses. © 2014 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.
Molinu, M G; Pani, G; Venditti, T; Dore, A; Ladu, G; D'Hallewin, G
2011-01-01
The employment of biocontrol agents to restrain postharvest pathogens is an encouraging approach, although, efficacy and consistency are still below those of synthetic pesticides. Up to date, the 'integrated control strategy' seems to be the most promising way to overcome this gap. Here, we report the feasibility to control postharvest decay caused by Penicillium expansum in apples by a 2 min, single or sequential, immersion in water with an antagonistic yeast (Candida oleophila, isolate '13L'), 2% NaHCO3 (SBC) or 1% CaCl2. The treatments were carried out, on appels cv 'Miali' either un-wounded, wounded or wound-pathogen inoculated and then stored at 2 degrees C for 30 d followed by a 6 d simulated marketing period at 20 degrees C or alternatively stored only for 7 d at 20 degrees C. As a general role, the best results were attained when CaCl2 was applied with the yeast or when preceded by the SBC treatment. When the wounding and inoculation took place 24 h before the treatment, the latter application sequence of the two salts was three times more effective compared to the treatment with the sole antagonist, and one time when performed 24 h after the treatment. Interestingly, apples immersed in the sole 2% SBC solution had the highest percentage of decay during storage and when inoculated before moving to the simulated marketing period at 20 degrees C.
Masculinization of Nile tilapia (Oreochromis niloticus) by immersion in androgens
Gale, W.L.; Fitzpatrick, M.S.; Lucero, M.; Contreras-Sanchez, W.M.; Schreck, C. B.
1999-01-01
The use of all-male populations increases the efficiency and feasibility of tilapia aquaculture. The objective of this study was to determine the efficacy of a short-term immersion procedure for masculinizing Nile tilapia (Oreochromis niloticus). Two synthetic androgens were evaluated: 17α-methyldihydrotestosterone (MDHT) and 17α-methyltestosterone (MT). Exposure (3 h) on 10 and again on 13 days post-fertilization to MDHT at 500 μg/1 successfully masculinized fry in all experiments, resulting in 100, 94 and 83 ± 2% males in Experiments 1, 2 and 3, respectively. Immersions in MDHT or MT at 100 μg/1 resulted in significantly skewed sex ratios in Experiments 1 and 3 (MT resulted in 73 and 83 ± 3% males; and MDHT resulted in 72 and 91 ± 1% males) but not in Experiment 2. Immersion in MT at 500 μg/1 only caused masculinization in Experiment 3. Although further research and refinement is needed, immersion of Nile tilapia in MDHT may provide a practical alternative to the use of steroid-treated feed. Furthermore, when compared with current techniques for steroid-induced sex inversion of tilapia, short-term immersion reduces the period of time that workers are exposed to anabolic steroids.
Lift-Off: Using Reference Imagery and Freehand Sketching to Create 3D Models in VR.
Jackson, Bret; Keefe, Daniel F
2016-04-01
Three-dimensional modeling has long been regarded as an ideal application for virtual reality (VR), but current VR-based 3D modeling tools suffer from two problems that limit creativity and applicability: (1) the lack of control for freehand modeling, and (2) the difficulty of starting from scratch. To address these challenges, we present Lift-Off, an immersive 3D interface for creating complex models with a controlled, handcrafted style. Artists start outside of VR with 2D sketches, which are then imported and positioned in VR. Then, using a VR interface built on top of image processing algorithms, 2D curves within the sketches are selected interactively and "lifted" into space to create a 3D scaffolding for the model. Finally, artists sweep surfaces along these curves to create 3D models. Evaluations are presented for both long-term users and for novices who each created a 3D sailboat model from the same starting sketch. Qualitative results are positive, with the visual style of the resulting models of animals and other organic subjects as well as architectural models matching what is possible with traditional fine art media. In addition, quantitative data from logging features built into the software are used to characterize typical tool use and suggest areas for further refinement of the interface.
High-Density Near-Field Readout Using Solid Immersion Lens Made of KTaO3 Monocrystal
NASA Astrophysics Data System (ADS)
Shinoda, Masataka; Saito, Kimihiro; Kondo, Takao; Furuki, Motohiro; Takeda, Minoru; Nakaoki, Ariyoshi; Sasaura, Masahiro; Fujiura, Kazuo
2006-02-01
We developed solid immersion lenses made of a KTaO3 monocrystal. The refractive index of KTaO3 is 2.382 at a wavelength of 405 nm. Using KTaO3 as the raw material of a solid immersion lens, we could design an effective numerical aperture of 2.20. We observed an eye pattern of a 150 GB capacity with a 130 nm track pitch and a 47.6 nm bit length. The areal density is 104.3 Gbit/in.2.
Dissolution of spherical cap CO2 bubbles attached to flat surfaces in air-saturated water
NASA Astrophysics Data System (ADS)
Peñas, Pablo; Parrales, Miguel A.; Rodriguez-Rodriguez, Javier
2014-11-01
Bubbles attached to flat surfaces immersed in quiescent liquid environments often display a spherical cap (SC) shape. Their dissolution is a phenomenon commonly observed experimentally. Modelling these bubbles as fully spherical may lead to an inaccurate estimate of the bubble dissolution rate. We develop a theoretical model for the diffusion-driven dissolution or growth of such multi-component SC gas bubbles under constant pressure and temperature conditions. Provided the contact angle of the bubble with the surface is large, the concentration gradients in the liquid may be approximated as spherically symmetric. The area available for mass transfer depends on the instantaneous bubble contact angle, whose dynamics is computed from the adhesion hysteresis model [Hong et al., Langmuir, vol. 27, 6890-6896 (2011)]. Numerical simulations and experimental measurements on the dissolution of SC CO2 bubbles immersed in air-saturated water support the validity of our model. We verify that contact line pinning slows down the dissolution rate, and the fact that any bubble immersed in a saturated gas-liquid solution eventually attains a final equilibrium size. Funded by the Spanish Ministry of Economy and Competitiveness through Grant DPI2011-28356-C03-0.
Designers workbench: toward real-time immersive modeling
NASA Astrophysics Data System (ADS)
Kuester, Falko; Duchaineau, Mark A.; Hamann, Bernd; Joy, Kenneth I.; Ma, Kwan-Liu
2000-05-01
This paper introduces the Designers Workbench, a semi- immersive virtual environment for two-handed modeling, sculpting and analysis tasks. The paper outlines the fundamental tools, design metaphors and hardware components required for an intuitive real-time modeling system. As companies focus on streamlining productivity to cope with global competition, the migration to computer-aided design (CAD), computer-aided manufacturing, and computer-aided engineering systems has established a new backbone of modern industrial product development. However, traditionally a product design frequently originates form a clay model that, after digitization, forms the basis for the numerical description of CAD primitives. The Designers Workbench aims at closing this technology or 'digital gap' experienced by design and CAD engineers by transforming the classical design paradigm into its fully integrate digital and virtual analog allowing collaborative development in a semi- immersive virtual environment. This project emphasizes two key components form the classical product design cycle: freeform modeling and analysis. In the freedom modeling stage, content creation in the form of two-handed sculpting of arbitrary objects using polygonal, volumetric or mathematically defined primitives is emphasized, whereas the analysis component provides the tools required for pre- and post-processing steps for finite element analysis tasks applied to the created models.
Coercive Narratives, Motivation and Role Playing in Virtual Worlds
2002-01-01
resource for making immersive virtual environments highly engaging. Interaction also appeals to our natural desire to discover. Reading a book contains...participation in an open-ended Virtual Environment (VE). I intend to take advantage of a participants’ natural tendency to prefer interaction when possible...I hope this work will expand the potential of experience within virtual worlds. K e y w o r d s : Immersive Environments , Virtual Environments
Gradual surface degradation of restorative materials by acidic agents.
Hengtrakool, Chanothai; Kukiattrakoon, Boonlert; Kedjarune-Leggat, Ureporn
2011-01-01
The aim of this study was to investigate the effect of acidic agents on surface roughness and characteristics of four restorative materials. Fifty-two discs were created from each restorative material: metal-reinforced glass ionomer cement (Ketac-S), resin-modified glass ionomer cement (Fuji II LC), resin composite (Filtek Z250), and amalgam (Valiant-PhD); each disc was 12 mm in diameter and 2.5 mm thick. The specimens were divided into four subgroups (n=13) and immersed for 168 hours in four storage media: deionized water (control); citrate buffer solution; green mango juice; and pineapple juice. Surface roughness measurements were performed with a profilometer, both before and after storage media immersion. Surface characteristics were examined using scanning electron microscopy (SEM). Statistical significance among each group was analyzed using two-way repeated ANOVA and Tukey's tests. Ketac-S demonstrated the highest roughness changes after immersion in acidic agents (p<0.05), followed by Fuji II LC. Valiant-PhD and Filtek Z250 illustrated some minor changes over 168 hours. The mango juice produced the greatest degradation effect of all materials tested (p<0.05). SEM photographs demonstrated gradual surface changes of all materials tested after immersions. Of the materials evaluated, amalgam and resin composite may be the most suitable for restorations for patients with tooth surface loss.
NASA Astrophysics Data System (ADS)
DeMott, P. J.; Prenni, A. J.; McMeeking, G. R.; Sullivan, R. C.; Petters, M. D.; Tobo, Y.; Niemand, M.; Möhler, O.; Snider, J. R.; Wang, Z.; Kreidenweis, S. M.
2014-06-01
Data from both laboratory studies and atmospheric measurements are used to develop a simple parametric description for the immersion freezing activity of natural mineral dust particles. Measurements made with the Colorado State University (CSU) continuous flow diffusion chamber (CFDC) when processing mineral dust aerosols at a nominal 105% relative humidity with respect to water (RHw) are taken to approximate the immersion freezing nucleation activity of particles. Ice active frozen fractions vs. temperature for dusts representative of Saharan and Asian desert sources were consistent with similar measurements in atmospheric dust plumes for a limited set of comparisons available. The parameterization developed follows the form of one suggested previously for atmospheric particles of non-specific composition in quantifying ice nucleating particle concentrations as functions of temperature and the total number concentration of particles larger than 0.5 μm diameter. Such an approach does not explicitly account for surface area and time dependencies for ice nucleation, but sufficiently encapsulates the activation properties for potential use in regional and global modeling simulations, and possible application in developing remote sensing retrievals for ice nucleating particles. A correction factor is introduced to account for the apparent underestimate (by approximately 3, on average) of the immersion freezing fraction of mineral dust particles for CSU CFDC data processed at an RHw of 105% vs. maximum fractions active at higher RHw. Instrumental factors that affect activation behavior vs. RHw in CFDC instruments remain to be fully explored in future studies. Nevertheless, the use of this correction factor is supported by comparison to ice activation data obtained for the same aerosols from Aerosol Interactions and Dynamics of the Atmosphere (AIDA) expansion chamber cloud parcel experiments. Further comparison of the new parameterization to the immersion freezing surface active site density parameterization for mineral dust particles, developed separately from AIDA experimental data alone, shows excellent agreement for data collected in a descent through a Saharan aerosol layer. These studies support the utility of laboratory measurements to obtain atmospherically-relevant data on the ice nucleation properties of dust and other particle types, and suggest the suitability of considering all mineral dust as a single type of ice nucleating particle as a useful first order approximation in numerical modeling investigations.
NASA Astrophysics Data System (ADS)
DeMott, P. J.; Prenni, A. J.; McMeeking, G. R.; Sullivan, R. C.; Petters, M. D.; Tobo, Y.; Niemand, M.; Möhler, O.; Snider, J. R.; Wang, Z.; Kreidenweis, S. M.
2015-01-01
Data from both laboratory studies and atmospheric measurements are used to develop an empirical parameterization for the immersion freezing activity of natural mineral dust particles. Measurements made with the Colorado State University (CSU) continuous flow diffusion chamber (CFDC) when processing mineral dust aerosols at a nominal 105% relative humidity with respect to water (RHw) are taken as a measure of the immersion freezing nucleation activity of particles. Ice active frozen fractions vs. temperature for dusts representative of Saharan and Asian desert sources were consistent with similar measurements in atmospheric dust plumes for a limited set of comparisons available. The parameterization developed follows the form of one suggested previously for atmospheric particles of non-specific composition in quantifying ice nucleating particle concentrations as functions of temperature and the total number concentration of particles larger than 0.5 μm diameter. Such an approach does not explicitly account for surface area and time dependencies for ice nucleation, but sufficiently encapsulates the activation properties for potential use in regional and global modeling simulations, and possible application in developing remote sensing retrievals for ice nucleating particles. A calibration factor is introduced to account for the apparent underestimate (by approximately 3, on average) of the immersion freezing fraction of mineral dust particles for CSU CFDC data processed at an RHw of 105% vs. maximum fractions active at higher RHw. Instrumental factors that affect activation behavior vs. RHw in CFDC instruments remain to be fully explored in future studies. Nevertheless, the use of this calibration factor is supported by comparison to ice activation data obtained for the same aerosols from Aerosol Interactions and Dynamics of the Atmosphere (AIDA) expansion chamber cloud parcel experiments. Further comparison of the new parameterization, including calibration correction, to predictions of the immersion freezing surface active site density parameterization for mineral dust particles, developed separately from AIDA experimental data alone, shows excellent agreement for data collected in a descent through a Saharan aerosol layer. These studies support the utility of laboratory measurements to obtain atmospherically relevant data on the ice nucleation properties of dust and other particle types, and suggest the suitability of considering all mineral dust as a single type of ice nucleating particle as a useful first-order approximation in numerical modeling investigations.
DeMott, P. J.; Prenni, A. J.; McMeeking, G. R.; ...
2014-06-27
Data from both laboratory studies and atmospheric measurements are used to develop a simple parametric description for the immersion freezing activity of natural mineral dust particles. Measurements made with the Colorado State University (CSU) continuous flow diffusion chamber (CFDC) when processing mineral dust aerosols at a nominal 105% relative humidity with respect to water (RH w) are taken to approximate the immersion freezing nucleation activity of particles. Ice active frozen fractions vs. temperature for dusts representative of Saharan and Asian desert sources were consistent with similar measurements in atmospheric dust plumes for a limited set of comparisons available. The parameterizationmore » developed follows the form of one suggested previously for atmospheric particles of non-specific composition in quantifying ice nucleating particle concentrations as functions of temperature and the total number concentration of particles larger than 0.5 μm diameter. Such an approach does not explicitly account for surface area and time dependencies for ice nucleation, but sufficiently encapsulates the activation properties for potential use in regional and global modeling simulations, and possible application in developing remote sensing retrievals for ice nucleating particles. A correction factor is introduced to account for the apparent underestimate (by approximately 3, on average) of the immersion freezing fraction of mineral dust particles for CSU CFDC data processed at an RH w of 105% vs. maximum fractions active at higher RH w. Instrumental factors that affect activation behavior vs. RH w in CFDC instruments remain to be fully explored in future studies. Nevertheless, the use of this correction factor is supported by comparison to ice activation data obtained for the same aerosols from Aerosol Interactions and Dynamics of the Atmosphere (AIDA) expansion chamber cloud parcel experiments. Further comparison of the new parameterization to the immersion freezing surface active site density parameterization for mineral dust particles, developed separately from AIDA experimental data alone, shows excellent agreement for data collected in a descent through a Saharan aerosol layer. These studies support the utility of laboratory measurements to obtain atmospherically-relevant data on the ice nucleation properties of dust and other particle types, and suggest the suitability of considering all mineral dust as a single type of ice nucleating particle as a useful first order approximation in numerical modeling investigations.« less
DeMott, P. J.; Prenni, A. J.; McMeeking, G. R.; ...
2015-01-13
Data from both laboratory studies and atmospheric measurements are used to develop an empirical parameterization for the immersion freezing activity of natural mineral dust particles. Measurements made with the Colorado State University (CSU) continuous flow diffusion chamber (CFDC) when processing mineral dust aerosols at a nominal 105% relative humidity with respect to water (RH w) are taken as a measure of the immersion freezing nucleation activity of particles. Ice active frozen fractions vs. temperature for dusts representative of Saharan and Asian desert sources were consistent with similar measurements in atmospheric dust plumes for a limited set of comparisons available. Themore » parameterization developed follows the form of one suggested previously for atmospheric particles of non-specific composition in quantifying ice nucleating particle concentrations as functions of temperature and the total number concentration of particles larger than 0.5 μm diameter. Such an approach does not explicitly account for surface area and time dependencies for ice nucleation, but sufficiently encapsulates the activation properties for potential use in regional and global modeling simulations, and possible application in developing remote sensing retrievals for ice nucleating particles. A calibration factor is introduced to account for the apparent underestimate (by approximately 3, on average) of the immersion freezing fraction of mineral dust particles for CSU CFDC data processed at an RH w of 105% vs. maximum fractions active at higher RH w. Instrumental factors that affect activation behavior vs. RH w in CFDC instruments remain to be fully explored in future studies. Nevertheless, the use of this calibration factor is supported by comparison to ice activation data obtained for the same aerosols from Aerosol Interactions and Dynamics of the Atmosphere (AIDA) expansion chamber cloud parcel experiments. Further comparison of the new parameterization, including calibration correction, to predictions of the immersion freezing surface active site density parameterization for mineral dust particles, developed separately from AIDA experimental data alone, shows excellent agreement for data collected in a descent through a Saharan aerosol layer. These studies support the utility of laboratory measurements to obtain atmospherically relevant data on the ice nucleation properties of dust and other particle types, and suggest the suitability of considering all mineral dust as a single type of ice nucleating particle as a useful first-order approximation in numerical modeling investigations.« less
NASA Astrophysics Data System (ADS)
Demir, I.
2015-12-01
Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. This presentation showcase information communication interfaces, games, and virtual and immersive reality applications for supporting teaching and learning of concepts in atmospheric and hydrological sciences. The information communication platforms utilizes latest web technologies and allow accessing and visualizing large scale data on the web. The simulation system is a web-based 3D interactive learning environment for teaching hydrological and atmospheric processes and concepts. The simulation systems provides a visually striking platform with realistic terrain and weather information, and water simulation. The web-based simulation system provides an environment for students to learn about the earth science processes, and effects of development and human activity on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users.
Voluntary respiratory control and cerebral blood flow velocity upon ice-water immersion.
Mantoni, Teit; Rasmussen, Jakob Højlund; Belhage, Bo; Pott, Frank Christian
2008-08-01
In non-habituated subjects, cold-shock response to cold-water immersion causes rapid reduction in cerebral blood flow velocity (approximately 50%) due to hyperventilation, increasing risk of syncope, aspiration, and drowning. Adaptation to the response is possible, but requires several cold immersions. This study examines whether thorough instruction enables non-habituated persons to attenuate the ventilatory component of cold-shock response. There were nine volunteers (four women) who were lowered into a 0 degrees C immersion tank for 60 s. Middle cerebral artery mean velocity (CBFV) was measured together with ventilatory parameters and heart rate before, during, and after immersion. Within seconds after immersion in ice-water, heart rate increased significantly from 95 +/- 8 to 126 +/- 7 bpm (mean +/- SEM). Immersion was associated with an elevation in respiratory rate (from 12 +/- 3 to 21 +/- 5 breaths, min(-1)) and tidal volume (1022 +/- 142 to 1992 +/- 253 ml). Though end-tidal carbon dioxide tension decreased from 4.9 +/- 0.13 to 3.9 +/- 0.21 kPa, CBFV was insignificantly reduced by 7 +/- 4% during immersion with a brief nadir of 21 +/- 4%. Even without prior cold-water experience, subjects were able to suppress reflex hyperventilation following ice-water immersion, maintaining the cerebral blood flow velocity at a level not associated with impaired consciousness. This study implies that those susceptible to accidental cold-water immersion could benefit from education in cold-shock response and the possibility of reducing the ventilatory response voluntarily.
Mahadeva, Suresha K; Walus, Konrad; Stoeber, Boris
2014-05-28
We have successfully developed hybrid piezoelectric paper through fiber functionalization that involves anchoring nanostructured BaTiO3 into a stable matrix with wood cellulose fibers prior to the process of making paper sheets. This is realized by alternating immersion of wood fibers in a solution of poly(diallyldimethylammonium chloride) PDDA (+), followed by poly(sodium 4-styrenesulfonate) PSS (-), and once again in PDDA (+), resulting in the creation of a positively charged surface on the wood fibers. The treated wood fibers are then immersed in a BaTiO3 suspension, resulting in the attachment of BaTiO3 nanoparticles to the wood fibers due to a strong electrostatic interaction. Zeta potential measurements, X-ray diffraction, and microscopic and spectroscopic analysis imply successful functionalization of wood fibers with BaTiO3 nanoparticles without altering the hydrogen bonding and crystal structure of the wood fibers. The paper has the largest piezoelectric coefficient, d33 = 4.8 ± 0.4 pC N(-1), at the highest nanoparticle loading of 48 wt % BaTiO3. This newly developed piezoelectric hybrid paper is promising as a low-cost substrate to build sensing devices.
Biodegradable magnesium-hydroxyapatite metal matrix composites.
Witte, Frank; Feyerabend, Frank; Maier, Petra; Fischer, Jens; Störmer, Michael; Blawert, Carsten; Dietzel, Wolfgang; Hort, Norbert
2007-04-01
Recent studies indicate that there is a high demand to design magnesium alloys with adjustable corrosion rates and suitable mechanical properties. An approach to this challenge might be the application of metal matrix composite (MMC) based on magnesium alloys. In this study, a MMC made of magnesium alloy AZ91D as a matrix and hydroxyapatite (HA) particles as reinforcements have been investigated in vitro for mechanical, corrosive and cytocompatible properties. The mechanical properties of the MMC-HA were adjustable by the choice of HA particle size and distribution. Corrosion tests revealed that HA particles stabilised the corrosion rate and exhibited more uniform corrosion attack in artificial sea water and cell solutions. The phase identification showed that all samples contained hcp-Mg, Mg(17)Al(12), and HA before and after immersion. After immersion in artificial sea water CaCO3 was found on MMC-HA surfaces, while no formation of CaCO3 was found after immersion in cell solutions with and without proteins. Co-cultivation of MMC-HA with human bone derived cells (HBDC), cells of an osteoblasts lineage (MG-63) and cells of a macrophage lineage (RAW264.7) revealed that RAW264.7, MG-63 and HBDC adhere, proliferate and survive on the corroding surfaces of MMC-HA. In summary, biodegradable MMC-HA are cytocompatible biomaterials with adjustable mechanical and corrosive properties.
Sterilization of sea lampreys (Petromyzon marinus) by immersion in an aqueous solution of bisazir
Hanson, Lee H.
1981-01-01
Groups of sea lamprey (Petromyzon marinus) eggs fertilized by males previously immersed in an aqueous solution of p,p-bis(1-aziridinyl)-N-methylphosphinothioic amide (bisazir) at concentrations of 10–100 mg/L produced fewer normal, live prolarvae after 15–17 d of incubation than did groups of eggs fertilized by normal males. Mortality of embryos or prolarvae was nearly 100% in groups of eggs fertilized by males that had been immersed in a 50 mg/L solution of bisazir for 4 h or in a 100 mg/L solution for 2 h. The immersion technique appears to be an efficient method of sterilizing large numbers of male sea lampreys for use in a proposed sterile-male-release program.Key words: sea lamprey, Petromyzon marinus; pest control, fish control, sterile-male technique, sterilization, chemosterilants, bisazir, Great Lakes
Soganci, Gokce; Cinar, Duygu; Caglar, Alper; Yagiz, Ayberk
2018-05-31
The aim of this study was to determine and compare the dimensional changes of polyether and vinyl polyether siloxane impression materials under immersion disinfection with two different disinfectants in three time periods. Impressions were obtained from an edentulous master model. Sodium hypochlorite (5.25%) and glutaraldehyde (2%) were used for disinfection and measurements were done 30 min later after making impression before disinfection, after required disinfection period (10 min), and after 24 h storage at room temperature. Impressions were scanned using 3D scanner with 10 microns accuracy and 3D software was used to evaluate the dimensional changes with superimpositioning. Positive and negative deviations were calculated and compared with master model. There was no significant difference between two elastomeric impression materials (p>0.05). It was concluded that dimensional accuracy and stability of two impression materials were excellent and similar.
Itinerant deaf educator and general educator perceptions of the D/HH push-in model.
Rabinsky, Rebecca J
2013-01-01
A qualitative case study using the deaf and hard of hearing (D/HH) push-in model was conducted on the perceptions of 3 itinerant deaf educators and 3 general educators working in 1 school district. Participants worked in pairs of 1 deaf educator and 1 general educator at 3 elementary schools. Open-ended research questions guided the study, which was concerned with teachers' perceptions of the model in general and with the model's advantages, disadvantages, and effectiveness. Data collected from observations, one-to-one interviews, and a focus group interview enabled the investigator to uncover 4 themes: Participants (a) had an overall positive experience, (b) viewed general education immersion as an advantage, (c) considered high noise levels a disadvantage, and (d) believed the effectiveness of the push-in model was dependent on several factors, in particular, the needs of the student and the nature of the general education classroom environment.
Development of 3D Atlas of Metalworking Equipment
NASA Astrophysics Data System (ADS)
Yevgenyevna Maslennikova, Olga; Borisovna Nazarova, Olga; Aleksandrovna Chudinova, Yulia
2018-05-01
The paper is dedicated to solving the problem of developing innovative educational systems able to train personnel of complex and dangerous manufacturing industries (such as in metallurgy) to control the process not only under regular conditions, but in emergency and pre-emergency situations as well. At that, such educational systems shall transform training of future and current engineers into a professional activity, model both subject matter and social content of their professional labor. Key characteristics of a 3D atlas of equipment as an educational system are given, as it provides immersion of trainees into professional environment. Requirements for such systems are defined (functional, information, software and technical). Stages of development of a 3D atlas of equipment as an automated system are given, allowing one to get closer to yet another problem that of IT specialist training so that they are able to design, implement and deploy such systems.
NASA Astrophysics Data System (ADS)
Salari, Mahmoud; Rava, Amin
2017-09-01
Nowadays, Autonomous Underwater Vehicles (AUVs) are frequently used for exploring the oceans. The hydrodynamics of AUVs moving in the vicinity of the water surface are significantly different at higher depths. In this paper, the hydrodynamic coefficients of an AUV in non-dimensional depths of 0.75, 1, 1.5, 2, and 4D are obtained for movement close to the free-surface. Reynolds Averaged Navier Stokes Equations (RANS) are discretized using the finite volume approach and the water-surface effects modeled using the Volume of Fraction (VOF) method. As the operating speeds of AUVs are usually low, the boundary layer over them is not fully laminar or fully turbulent, so the effect of boundary layer transition from laminar to turbulent flow was considered in the simulations. Two different turbulence/transition models were used: 1) a full-turbulence model, the k-ɛ model, and 2) a turbulence/transition model, Menter's Transition-SST model. The results show that the Menter's Transition-SST model has a better consistency with experimental results. In addition, the wave-making effects of these bodies are studied at different immersion depths in the sea-surface vicinity or at finite depths. It is observed that the relevant pitch moments and lift coefficients are non-zero for these axi-symmetric bodies when they move close to the sea-surface. This is not expected for greater depths.
PIXIE3D: A Parallel, Implicit, eXtended MHD 3D Code.
NASA Astrophysics Data System (ADS)
Chacon, L.; Knoll, D. A.
2004-11-01
We report on the development of PIXIE3D, a 3D parallel, fully implicit Newton-Krylov extended primitive-variable MHD code in general curvilinear geometry. PIXIE3D employs a second-order, finite-volume-based spatial discretization that satisfies remarkable properties such as being conservative, solenoidal in the magnetic field, non-dissipative, and stable in the absence of physical dissipation.(L. Chacón , phComput. Phys. Comm.) submitted (2004) PIXIE3D employs fully-implicit Newton-Krylov methods for the time advance. Currently, first and second-order implicit schemes are available, although higher-order temporal implicit schemes can be effortlessly implemented within the Newton-Krylov framework. A successful, scalable, MG physics-based preconditioning strategy, similar in concept to previous 2D MHD efforts,(L. Chacón et al., phJ. Comput. Phys). 178 (1), 15- 36 (2002); phJ. Comput. Phys., 188 (2), 573-592 (2003) has been developed. We are currently in the process of parallelizing the code using the PETSc library, and a Newton-Krylov-Schwarz approach for the parallel treatment of the preconditioner. In this poster, we will report on both the serial and parallel performance of PIXIE3D, focusing primarily on scalability and CPU speedup vs. an explicit approach.
A 3D network of helicates fully assembled by pi-stacking interactions.
Vázquez, Miguel; Taglietti, Angelo; Gatteschi, Dante; Sorace, Lorenzo; Sangregorio, Claudio; González, Ana M; Maneiro, Marcelino; Pedrido, Rosa M; Bermejo, Manuel R
2003-08-07
The neutral dinuclear dihelicate [Cu2(L)2] x 2CH3CN (1) forms a unique 3D network in the solid state due to pi-stacking interactions, which are responsible for intermolecular antiferromagnetic coupling between Cu(II) ions.
Development of a Novel Motor Imagery Control Technique and Application in a Gaming Environment.
Li, Ting; Zhang, Jinhua; Xue, Tao; Wang, Baozeng
2017-01-01
We present a methodology for a hybrid brain-computer interface (BCI) system, with the recognition of motor imagery (MI) based on EEG and blink EOG signals. We tested the BCI system in a 3D Tetris and an analogous 2D game playing environment. To enhance player's BCI control ability, the study focused on feature extraction from EEG and control strategy supporting Game-BCI system operation. We compared the numerical differences between spatial features extracted with common spatial pattern (CSP) and the proposed multifeature extraction. To demonstrate the effectiveness of 3D game environment at enhancing player's event-related desynchronization (ERD) and event-related synchronization (ERS) production ability, we set the 2D Screen Game as the comparison experiment. According to a series of statistical results, the group performing MI in the 3D Tetris environment showed more significant improvements in generating MI-associated ERD/ERS. Analysis results of game-score indicated that the players' scores presented an obvious uptrend in 3D Tetris environment but did not show an obvious downward trend in 2D Screen Game. It suggested that the immersive and rich-control environment for MI would improve the associated mental imagery and enhance MI-based BCI skills.
Swain, S K; Gotman, I; Unger, R; Gutmanas, E Y
2017-09-01
In this paper, the processing and properties of iron-toughened bioresorbable β-tricalcium phosphate (β-TCP) nanocomposites are reported. β-TCP is chemically similar to bone mineral and thus a good candidate material for bioresorbable bone healing devices; however intrinsic brittleness and low bending strength make it unsuitable for use in load-bearing sites. Near fully dense β-TCP-matrix nanocomposites containing 30vol% Fe, with and without addition of silver, were produced employing high energy attrition milling of powders followed by high pressure consolidation/cold sintering at 2.5GPa. In order to increase pure iron's corrosion rate, 10 to 30vol% silver were added to the metal phase. The degradation behavior of the developed composite materials was studied by immersion in Ringer's and saline solutions for up to 1month. The mechanical properties, before and after immersion, were tested in compression and bending. All the compositions exhibited high mechanical strength, the strength in bending being several fold higher than that of polymer toughened β-TCP-30PLA nanocomposites prepared by the similar procedure of attrition milling and cold sintering, and of pure high-temperature sintered β-TCP. Partial substitution of iron with silver led to an increase in both strength and ductility. Furthermore, the galvanic action of silver particles dispersed in the iron phase significantly accelerated in vitro degradation of β-TCP-30(Fe-Ag) nanocomposites. After 1month immersion, the composites retained about 50% of their initial bending strength. In cell culture experiments, β-TCP-27Fe3Ag nanocomposites exhibited no signs of cytotoxicity towards human osteoblasts suggesting that they can be used as an implant material. Copyright © 2017 Elsevier B.V. All rights reserved.
Nobel, Gerard; Tribukait, Arne; Mekjavic, Igor B; Eiken, Ola
2010-05-31
Motion sickness (MS) exaggerates body cooling during cold-water immersion. The aim of the present study was to investigate whether such MS-induced predisposition to hypothermia is influenced by two anti-MS drugs: the histamine-receptor blocker dimenhydrinate (DMH) and the muscarine-receptor blocker scopolamine (Scop). Nine healthy male subjects were immersed in 15 degrees C water for a maximum of 90min in five conditions: (1) control (CN): no medication, no MS provocation; (2) MS-control (MS-CN): no medication, MS provocation; (3) MS-placebo (MS-P): placebo DMH and placebo Scop, MS provocation; (4) MS-DMH: DMH and placebo Scop, MS provocation; (5) MS-Scop: Scop and placebo DMH, MS provocation. MS was induced by use of a rotating chair. Throughout the experiments rectal temperature (T(re)), the difference in temperature between the non-immersed right forearm and third finger (T(ff)) as an index of peripheral vasoconstriction, and oxygen uptake (VO(2)) as a measure of shivering thermogenesis, were recorded. DMH and Scop were similarly efficacious in ameliorating nausea. The fall in T(re) was greater in the MS-CN and MS-P conditions than in the CN condition. DMH, but not Scop, prevented the MS-induced increase in body-core cooling. MS attenuated the cold-induced vasoconstriction, an effect which was fully prevented by DMH but only partially by Scop. MS provocation did not affect VO(2) in any condition. The results suggest that the MS-induced predisposition to hypothermia is predominantly mediated by histaminergic mechanisms and that DMH might be useful in conjunction with maritime accidents or other scenarios where exposure to cold and MS are imminent features. Copyright (c) 2010 Elsevier Inc. All rights reserved.