O'Leary, Patrick; Jhaveri, Sankhesh; Chaudhary, Aashish
Modern scientific, engineering and medical computational sim- ulations, as well as experimental and observational data sens- ing/measuring devices, produce enormous amounts of data. While statistical analysis provides insight into this data, scientific vi- sualization is tactically important for scientific discovery, prod- uct design and data analysis. These benefits are impeded, how- ever, when scientific visualization algorithms are implemented from scratch—a time-consuming and redundant process in im- mersive application development. This process can greatly ben- efit from leveraging the state-of-the-art open-source Visualization Toolkit (VTK) and its community. Over the past two (almost three) decades, integrating VTK with a virtual reality (VR)more » environment has only been attempted to varying degrees of success. In this pa- per, we demonstrate two new approaches to simplify this amalga- mation of an immersive interface with visualization rendering from VTK. In addition, we cover several enhancements to VTK that pro- vide near real-time updates and efficient interaction. Finally, we demonstrate the combination of VTK with both Vrui and OpenVR immersive environments in example applications.« less
Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E
This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.
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
Bidasaria, Hari B.; Wilson, John W.; Nealy, John E.
Visualization of scalar and vector fields in the immersive environment (CAVE - Cave Automated Virtual Environment) is important for its application to radiation shielding research at NASA Langley Research Center. A complete methodology and the underlying software for this purpose have been developed. The developed software has been put to use for the visualization of the earth s magnetic field, and in particular for the study of the South Atlantic Anomaly. The methodology has also been put to use for the visualization of geomagnetically trapped protons and electrons within Earth's magnetosphere.
Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary
Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency. PMID:24759905
Kit, Dmitry; Katz, Leor; Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary
Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.
Lorenzo, Gonzalo; Pomares, Jorge; Lledo, Asuncion
This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality…
Shipman, J. S.; Webley, P. W.
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.
Faubert, Jocelyn; Allard, Remy
This study attempted to determine the influence of non-linear visual movements on our capacity to maintain postural control. An 8x8x8 foot CAVE immersive virtual environment was used. Body sway recordings were obtained for both head and lower back (lumbar 2-3) positions. The subjects were presented with visual stimuli for periods of 62.5 seconds. Subjects were asked to stand still on one foot while viewing stimuli consisting of multiplied sine waves generating movement undulation of a textured surface (waves moving in checkerboard pattern). Three wave amplitudes were tested: 4 feet, 2 feet, and 1 foot. Two viewing conditions were also used; observers looking at 36 inches in front of their feet; observers looking at a distance near the horizon. The results were compiled using an instability index and the data showed a profound and consistent effect of visual disturbances on postural balance in particular for the x (side-to-side) movement. We have demonstrated that non-linear visual distortions similar to those generated by progressive ophthalmic lenses of the kind used for presbyopia corrections, can generate significant postural instability. This instability is particularly evident for the side-to-side body movement and is most evident for the near viewing condition.
Mania, Katerina; Wooldridge, Dave; Coxon, Matthew; Robinson, Andrew
Accuracy of memory performance per se is an imperfect reflection of the cognitive activity (awareness states) that underlies performance in memory tasks. The aim of this research is to investigate the effect of varied visual and interaction fidelity of immersive virtual environments on memory awareness states. A between groups experiment was carried out to explore the effect of rendering quality on location-based recognition memory for objects and associated states of awareness. The experimental space, consisting of two interconnected rooms, was rendered either flat-shaded or using radiosity rendering. The computer graphics simulations were displayed on a stereo head-tracked Head Mounted Display. Participants completed a recognition memory task after exposure to the experimental space and reported one of four states of awareness following object recognition. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection, and also included guesses. Experimental results revealed variations in the distribution of participants' awareness states across conditions while memory performance failed to reveal any. Interestingly, results revealed a higher proportion of recollections associated with mental imagery in the flat-shaded condition. These findings comply with similar effects revealed in two earlier studies summarized here, which demonstrated that the less "naturalistic" interaction interface or interface of low interaction fidelity provoked a higher proportion of recognitions based on visual mental images.
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
Nathan Harris, E.; Morgenthaler, George W.
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.
Tracking and Storing In Browser 3-D 13 Questions or Comments? Peter Smith Team Lead, Immersive Learning Technologies firstname.lastname@example.org +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
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.
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.
Senger, Steven O.
Volumetric data sets have become common in medicine and many sciences through technologies such as computed x-ray tomography (CT), magnetic resonance (MR), positron emission tomography (PET), confocal microscopy and 3D ultrasound. When presented with 2D images humans immediately and unconsciously begin a visual analysis of the scene. The viewer surveys the scene identifying significant landmarks and building an internal mental model of presented information. The identification of features is strongly influenced by the viewers expectations based upon their expert knowledge of what the image should contain. While not a conscious activity, the viewer makes a series of choices about how to interpret the scene. These choices occur in parallel with viewing the scene and effectively change the way the viewer sees the image. It is this interaction of viewing and choice which is the basis of many familiar visual illusions. This is especially important in the interpretation of medical images where it is the expert knowledge of the radiologist which interprets the image. For 3D data sets this interaction of view and choice is frustrated because choices must precede the visualization of the data set. It is not possible to visualize the data set with out making some initial choices which determine how the volume of data is presented to the eye. These choices include, view point orientation, region identification, color and opacity assignments. Further compounding the problem is the fact that these visualization choices are defined in terms of computer graphics as opposed to language of the experts knowledge. The long term goal of this project is to develop an environment where the user can interact with volumetric data sets using tools which promote the utilization of expert knowledge by incorporating visualization and choice into a tight computational loop. The tools will support activities involving the segmentation of structures, construction of surface meshes and local
Kaper, H. G.
An interdisciplinary project encompassing sound synthesis, music composition, sonification, and visualization of music is facilitated by the high-performance computing capabilities and the virtual-reality environments available at Argonne National Laboratory. The paper describes the main features of the project's centerpiece, DIASS (Digital Instrument for Additive Sound Synthesis); ''A.N.L.-folds'', an equivalence class of compositions produced with DIASS; and application of DIASS in two experiments in the sonification of complex scientific data. Some of the larger issues connected with this project, such as the changing ways in which both scientists and composers perform their tasks, are briefly discussed.
Scoresby, Jon; Shelton, Brett E.
The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…
Loureiro, Ana; Bettencourt, Teresa
We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today's pedagogical practices.
Kozhevnikov, Maria; Dhond, Rupali P.
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
Cioc, Alexandru; Djorgovski, S. G.; Donalek, C.; Lawler, E.; Sauer, F.; Longo, G.
Wright, John R.; Hartman, Frank
JPL's charter includes the unmanned exploration of the Solar System. One of the tools for exploring other planets is the rover as exemplified by Sojourner on the Mars Pathfinder mission. The light speed turnaround time between Earth and the outer planets precludes the use of teleoperated rovers so autonomous operations are built in to the current and upcoming generation devices. As the level of autonomy increases, the mode of operations shifts from low-level specification of activities to a higher-level specification of goals. To support this higher-level activity, it is necessary to provide the operator with an effective understanding of the in-situ environment and also the tools needed to specify the higher-level goals. Immersive environments provide the needed sense of presence to achieve this goal. Use of immersive environments at JPL has two main thrusts that will be discussed in this talk. One is the generation of 3D models of the in-situ environment, in particular the merging of models from different sensors, different modes (orbital, descent, and lander), and even different missions. The other is the use of various tools to visualize the environment within which the rover will be operating to maximize the understanding by the operator. A suite of tools is under development which provide an integrated view into the environment while providing a variety of modes of visualization. This allows the operator to smoothly switch from one mode to another depending on the information and presentation desired.
McFadden, D.; Tavakkoli, A.; Regenbrecht, J.; Wilson, B.
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
Wright, J.; Hartman, F.; Cooper, B.; Maxwell, S.; Yen, J.; Morrison, J.
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.
Schaaff, A.; Berthier, J.; Da Rocha, J.; Deparis, N.; Derriere, S.; Gaultier, P.; Houpin, R.; Normand, J.; Ocvirk, P.
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.
Kreylos, O.; Kellogg, L. H.
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
Yu, K. C.; Sahami, K.; Denn, G.
The Astronomy Learning in Immersive Virtual Environments (ALIVE) project seeks to discover learning modes and optimal teaching strategies using immersive virtual environments (VEs). VEs are computer-generated, three-dimensional environments that can be navigated to provide multiple perspectives. Immersive VEs provide the additional benefit of surrounding a viewer with the simulated reality. ALIVE evaluates the incorporation of an interactive, real-time ``virtual universe'' into formal college astronomy education. In the experiment, pre-course, post-course, and curriculum tests will be used to determine the efficacy of immersive visualizations presented in a digital planetarium versus the same visual simulations in the non-immersive setting of a normal classroom, as well as a control case using traditional classroom multimedia. To normalize for inter-instructor variability, each ALIVE instructor will teach at least one of each class in each of the three test groups.
Beach, Jason; Wendt, Jeremy
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…
The prime objective of this project was to create scientific, immersive visualizations of a Rail-simulation. This project is a part of a larger initiative that consists of three distinct parts. The first step consists of performing a finite element a...
Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton
Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.
The designing of intelligently planned meeting facilities can aid management communication and learning. The author examines the psychology of meeting attendance; architectural considerations (lighting, windows, color, etc.); design elements and learning modes (furniture, walls, audiovisuals, materials); and the idea of "total immersion meeting…
Greffou, Selma; Bertone, Armando; Hahler, Eva-Maria; Hanssens, Jean-Marie; Mottron, Laurent; Faubert, Jocelyn
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…
Kent, Brian R.
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.
Blascovich, Jim; Beall, Andrew C.
This article reviews theory and research relevant to the development of digital immersive virtual environment-based instructional computing systems. The review is organized within the context of a multidimensional model of social influence and interaction within virtual environments that models the interaction of four theoretical factors: theory…
Severance, Kurt; Brewster, Paul; Lazos, Barry; Keefe, Daniel
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.
Lutz, R.; Cruz-Neira, C.
Immersive virtual environments (VEs) technology has matured to the point where it can be utilized as a scientific and engineering problem solving tool. In particular, VEs are starting to be used to design and evaluate safety-critical systems that involve human operators, such as flight and driving simulators, complex machinery training, and emergency rescue strategies.
Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A; Bodenheimer, Robert E
Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two-dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.
Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A.; Bodenheimer, Robert E.
Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.
Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop…
Skolnik, S.; Ramirez-Linan, R.
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.
Kreylos, O.; Kellogg, L. H.
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.
Stefani, Caroline; Lacy-Hulbert, Adam; Skillman, Thomas
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.
Hamilton, H.; Yu, K. C.; Gardiner, N.; McConville, D.; Connolly, R.; "Irving, Lindsay", L. S.
Our modern age is defined by an astounding capacity to generate scientific information. From DNA to dark matter, human ingenuity and technologies create an endless stream of data about ourselves and the world of which we are a part. Yet we largely founder in transforming information into understanding, and understanding into rational action for our society as a whole. Earth and biodiversity scientists are especially frustrated by this impasse because the data they gather often point to a clash between Earth's capacity to sustain life and the decisions that humans make to garner the planet's resources. Immersive virtual environments offer an underexplored link in the translation of scientific data into public understanding, dialogue, and action. The Worldviews Network is a collaboration of scientists, artists, and educators focused on developing best practices for the use of immersive environments for science-based ecological literacy education. A central tenet of the Worldviews Network is that there are multiple ways to know and experience the world, so we are developing scientifically accurate, geographically relevant, and culturally appropriate programming to promote ecological literacy within informal science education programs across the United States. The goal of Worldviews Network is to offer transformative learning experiences, in which participants are guided on a process integrating immersive visual explorations, critical reflection and dialogue, and design-oriented approaches to action - or more simply, seeing, knowing, and doing. Our methods center on live presentations, interactive scientific visualizations, and sustainability dialogues hosted at informal science institutions. Our approach uses datasets from the life, Earth, and space sciences to illuminate the complex conditions that support life on earth and the ways in which ecological systems interact. We are leveraging scientific data from federal agencies, non-governmental organizations, and our
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.
The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…
Eric Whiting; Patrick O'Leary; William Sherman
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
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
Wright, J.; Hartman, F.; Cooper, B.
Immersive environments are just beginning to be 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.
Su, Simon; Cruz-Neira, Carolina; Habib, Emad; Gerndt, Andreas
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.
Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop virtual environment (DVE) conditions. Our results show that after the simulation activities, both IVE and DVE groups exhibited a significant shift toward a scientific understanding in their conceptual models and epistemological beliefs about the nature of relative motion, and also a significant improvement on relative motion problem-solving tests. In addition, we analyzed students' performance on one-dimensional and two-dimensional questions in the relative motion problem-solving test separately and found that after training in the simulation, the IVE group performed significantly better than the DVE group on solving two-dimensional relative motion problems. We suggest that egocentric encoding of the scene in IVE (where the learner constitutes a part of a scene they are immersed in), as compared to allocentric encoding on a computer screen in DVE (where the learner is looking at the scene from "outside"), is more beneficial than DVE for studying more complex (two-dimensional) relative motion problems. Overall, our findings suggest that such aspects of virtual realities as immersivity, first-hand experience, and the possibility of changing different frames of reference can facilitate understanding abstract scientific phenomena and help in displacing intuitive misconceptions with more accurate mental models.
Klumpar, D. M.; Anderson, Kevin; Simoudis, Avangelos
Visualization is used in the process of analyzing large, multidimensional data sets. However, the selection and creation of visualizations that are appropriate for the characteristics of a particular data set and the satisfaction of the analyst's goals is difficult. The process consists of three tasks that are performed iteratively: generate, test, and refine. The performance of these tasks requires the utilization of several types of domain knowledge that data analysts do not often have. Existing visualization systems and frameworks do not adequately support the performance of these tasks. In this paper we present the RApid Visualization Environment (RAVE), a knowledge-based system that interfaces with commercial visualization frameworks and assists a data analyst in quickly and easily generating, testing, and refining visualizations. RAVE was used for the visualization of in situ measurement data captured by spacecraft.
West, Ruth G.; Margolis, Todd; Prudhomme, Andrew; Schulze, Jürgen P.; Mostafavi, Iman; Lewis, J. P.; Gossmann, Joachim; Singh, Rajvikram
Scalable Metadata Environments (MDEs) are an artistic approach for designing immersive environments for large scale data exploration in which users interact with data by forming multiscale patterns that they alternatively disrupt and reform. Developed and prototyped as part of an art-science research collaboration, we define an MDE as a 4D virtual environment structured by quantitative and qualitative metadata describing multidimensional data collections. Entire data sets (e.g.10s of millions of records) can be visualized and sonified at multiple scales and at different levels of detail so they can be explored interactively in real-time within MDEs. They are designed to reflect similarities and differences in the underlying data or metadata such that patterns can be visually/aurally sorted in an exploratory fashion by an observer who is not familiar with the details of the mapping from data to visual, auditory or dynamic attributes. While many approaches for visual and auditory data mining exist, MDEs are distinct in that they utilize qualitative and quantitative data and metadata to construct multiple interrelated conceptual coordinate systems. These "regions" function as conceptual lattices for scalable auditory and visual representations within virtual environments computationally driven by multi-GPU CUDA-enabled fluid dyamics systems.
sense of presence. For example, the musical score of a movie increases the viewers’ emotional involvement in a cinematic feature. The character...photo-realistic way can make mental immersion difficult, because any flaw in the realism will spoil the effect [SHER 03].” One way to overcome spoiling...the visual realism is to reinforce visual clues with those from other modalities. 3. Aural Modality a. General Aural displays can be
Newman, R. L.
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
Limniou, M.; Roberts, D.; Papadopoulos, N.
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…
Pérez-Campos, N.; Cárdenas-Soto, M.; Juárez-Casas, M.; Castrejón-Pineda, R.
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.
Stevens, A. H.; Butkiewicz, T.
Ocean models help us to understand and predict a wide range of intricate physical processes which comprise the atmospheric and oceanic systems of the Earth. Because these models output an abundance of complex time-varying three-dimensional (i.e., 4D) data, effectively conveying the myriad information from a given model poses a significant visualization challenge. The majority of the research effort into this problem has concentrated around synthesizing and examining methods for representing the data itself; by comparison, relatively few studies have looked into the potential merits of various viewing conditions and virtual environments. We seek to improve our understanding of the benefits offered by current consumer-grade virtual reality (VR) systems through an immersive, interactive 4D flow visualization system. Our dataset is a Regional Ocean Modeling System (ROMS) model representing a 12-hour tidal cycle of the currents within New Hampshire's Great Bay estuary. The model data was loaded into a custom VR particle system application using the OpenVR software library and the HTC Vive hardware, which tracks a headset and two six-degree-of-freedom (6DOF) controllers within a 5m-by-5m area. The resulting visualization system allows the user to coexist in the same virtual space as the data, enabling rapid and intuitive analysis of the flow model through natural interactions with the dataset and within the virtual environment. Whereas a traditional computer screen typically requires the user to reposition a virtual camera in the scene to obtain the desired view of the data, in virtual reality the user can simply move their head to the desired viewpoint, completely eliminating the mental context switches from data exploration/analysis to view adjustment and back. The tracked controllers become tools to quickly manipulate (reposition, reorient, and rescale) the dataset and to interrogate it by, e.g., releasing dye particles into the flow field, probing scalar velocities
Kasahara, Shunichi; Nagai, Shohei; Rekimoto, Jun
Sharing one's own immersive experience over the Internet is one of the ultimate goals of telepresence technology. In this paper, we present JackIn Head, a visual telepresence system featuring an omnidirectional wearable camera with image motion stabilization. Spherical omnidirectional video footage taken around the head of a local user is stabilized and then broadcast to others, allowing remote users to explore the immersive visual environment independently of the local user's head direction. We describe the system design of JackIn Head and report the evaluation results of real-time image stabilization and alleviation of cybersickness. Then, through an exploratory observation study, we investigate how individuals can remotely interact, communicate with, and assist each other with our system. We report our observation and analysis of inter-personal communication, demonstrating the effectiveness of our system in augmenting remote collaboration.
Simulation Technologies (REST) Lerman, D. J. (2010). Correct Weather Modeling of non-Standard Days (10F- SIW -004). In Proceedings of 2010 Fall Simulation...Interoperability Workshop (Fall SIW ) SISO. Orlando, FL: SISO. Most flight simulators compute and fly in a weather environment that matches a
Ponto, Kevin; Gleicher, Michael; Radwin, Robert G.; Shin, Hyun Joon
The perception of objects, depth, and distance has been repeatedly shown to be divergent between virtual and physical environments. We hypothesize that many of these discrepancies stem from incorrect geometric viewing parameters, specifically that physical measurements of eye position are insufficiently precise to provide proper viewing parameters. In this paper, we introduce a perceptual calibration procedure derived from geometric models. While most research has used geometric models to predict perceptual errors, we instead use these models inversely to determine perceptually correct viewing parameters. We study the advantages of these new psychophysically determined viewing parameters compared to the commonly used measured viewing parameters in an experiment with 20 subjects. The perceptually calibrated viewing parameters for the subjects generally produced new virtual eye positions that were wider and deeper than standard practices would estimate. Our study shows that perceptually calibrated viewing parameters can significantly improve depth acuity, distance estimation, and the perception of shape. PMID:23428454
Lawrence, Charles; Putt, Charles W.
The Visual Computing Environment (VCE) is a NASA Lewis Research Center project to develop a framework for intercomponent and multidisciplinary computational simulations. Many current engineering analysis codes simulate various aspects of aircraft engine operation. For example, existing computational fluid dynamics (CFD) codes can model the airflow through individual engine components such as the inlet, compressor, combustor, turbine, or nozzle. Currently, these codes are run in isolation, making intercomponent and complete system simulations very difficult to perform. In addition, management and utilization of these engineering codes for coupled component simulations is a complex, laborious task, requiring substantial experience and effort. To facilitate multicomponent aircraft engine analysis, the CFD Research Corporation (CFDRC) is developing the VCE system. This system, which is part of NASA's Numerical Propulsion Simulation System (NPSS) program, can couple various engineering disciplines, such as CFD, structural analysis, and thermal analysis. The objectives of VCE are to (1) develop a visual computing environment for controlling the execution of individual simulation codes that are running in parallel and are distributed on heterogeneous host machines in a networked environment, (2) develop numerical coupling algorithms for interchanging boundary conditions between codes with arbitrary grid matching and different levels of dimensionality, (3) provide a graphical interface for simulation setup and control, and (4) provide tools for online visualization and plotting. VCE was designed to provide a distributed, object-oriented environment. Mechanisms are provided for creating and manipulating objects, such as grids, boundary conditions, and solution data. This environment includes parallel virtual machine (PVM) for distributed processing. Users can interactively select and couple any set of codes that have been modified to run in a parallel distributed fashion on
Watson, Val; George, Michael W. (Technical Monitor)
This viewgraph presentation gives an overview of the visual environments for computational fluid dynamics (CFD) research. It includes details on critical needs from the future computer environment, features needed to attain this environment, prospects for changes in and the impact of the visualization revolution on the human-computer interface, human processing capabilities, limits of personal environment and the extension of that environment with computers. Information is given on the need for more 'visual' thinking (including instances of visual thinking), an evaluation of the alternate approaches for and levels of interactive computer graphics, a visual analysis of computational fluid dynamics, and an analysis of visualization software.
Koning, Anton H. J.
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.
Dinov, Ivo D; Valentino, Daniel; Shin, Bae Cheol; Konstantinidis, Fotios; Hu, Guogang; MacKenzie-Graham, Allan; Lee, Erh-Fang; Shattuck, David; Ma, Jeff; Schwartz, Craig; Toga, Arthur W
Over the past decade, the use of informatics to solve complex neuroscientific problems has increased dramatically. Many of these research endeavors involve examining large amounts of imaging, behavioral, genetic, neurobiological, and neuropsychiatric data. Superimposing, processing, visualizing, or interpreting such a complex cohort of datasets frequently becomes a challenge. We developed a new software environment that allows investigators to integrate multimodal imaging data, hierarchical brain ontology systems, on-line genetic and phylogenic databases, and 3D virtual data reconstruction models. The Laboratory of Neuro Imaging visualization environment (LONI Viz) consists of the following components: a sectional viewer for imaging data, an interactive 3D display for surface and volume rendering of imaging data, a brain ontology viewer, and an external database query system. The synchronization of all components according to stereotaxic coordinates, region name, hierarchical ontology, and genetic labels is achieved via a comprehensive BrainMapper functionality, which directly maps between position, structure name, database, and functional connectivity information. This environment is freely available, portable, and extensible, and may prove very useful for neurobiologists, neurogenetisists, brain mappers, and for other clinical, pedagogical, and research endeavors.
Psotka, Joseph; Davison, Sharon
Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal.
Lawrence, Charles (Compiler)
The Visual Computing Environment (VCE) is a framework for intercomponent and multidisciplinary computational simulations. Many current engineering analysis codes simulate various aspects of aircraft engine operation. For example, existing computational fluid dynamics (CFD) codes can model the airflow through individual engine components such as the inlet, compressor, combustor, turbine, or nozzle. Currently, these codes are run in isolation, making intercomponent and complete system simulations very difficult to perform. In addition, management and utilization of these engineering codes for coupled component simulations is a complex, laborious task, requiring substantial experience and effort. To facilitate multicomponent aircraft engine analysis, the CFD Research Corporation (CFDRC) is developing the VCE system. This system, which is part of NASA's Numerical Propulsion Simulation System (NPSS) program, can couple various engineering disciplines, such as CFD, structural analysis, and thermal analysis.
Whenever a geoscientific study area is not readily accessible, as is the case on the deep seafloor, it is difficult to apply traditional but effective methods of fieldwork, which often require physical presence of the observer. The Artificial Research Environment for Networked Analysis (ARENA), developed at GEOMAR | Helmholtz Centre for Ocean Research Kiel within the Cluster of Excellence "The Future Ocean", provides a backend solution to robotic research on the seafloor by means of an immersive simulation environment for marine research: A hemispherical screen of 6m diameter covering the entire lower hemisphere surrounds a group of up to four researchers at once. A variety of open source (e.g. Microsoft Research World Wide Telescope) and commercial software platforms allow the interaction with e.g. in-situ recorded video, vector maps, terrain, textured geometry, point cloud and volumetric data in four dimensions. Data can be put into a holistic, georeferenced context and viewed on scales stretching from centimeters to global. Several input devices from joysticks to gestures and vocalized commands allow interaction with the simulation, depending on individual preference. Annotations added to the dataset during the simulation session catalyze the following quantitative evaluation. Both the special simulator design, making data perception a group experience, and the ability to connect remote instances or scaled down versions of ARENA over the Internet are significant advantages over established immersive simulation environments.
Noor, Ahmed K.; Wasfy, Tamer M.
An object-oriented event-driven immersive Virtual environment is described for the creation of virtual labs (VLs) for simulating physical experiments. Discussion focuses on a number of aspects of the VLs, including interface devices, software objects, and various applications. The VLs interface with output devices, including immersive stereoscopic screed(s) and stereo speakers; and a variety of input devices, including body tracking (head and hands), haptic gloves, wand, joystick, mouse, microphone, and keyboard. The VL incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. Each object encapsulates a set of properties, methods, and events that define its behavior, appearance, and functions. A container object allows grouping of several objects. Applications of the VLs include viewing the results of the physical experiment, viewing a computer simulation of the physical experiment, simulation of the experiments procedure, computational steering, and remote control of the physical experiment. In addition, the VL can be used as a risk-free (safe) environment for training. The implementation of virtual structures testing machines, virtual wind tunnels, and a virtual acoustic testing facility is described.
The advent of multisensory display systems, such as virtual and augmented reality, has fostered a new relationship between humans and space. Not only can these systems mimic real-world environments, they have the ability to create a new space typology made solely of data. In these spaces, two-dimensional information is displayed in three dimensions, requiring human senses to be used to understand virtual, attention-based elements. Studies in the field of big data have predominately focused on visual representations and extractions of information with little focus on sounds. The goal of this research is to evaluate the most efficient methods of perceptually extracting visual data using auditory stimuli in immersive environments. Using Rensselaer's CRAIVE-Lab, a virtual reality space with 360-degree panorama visuals and an array of 128 loudspeakers, participants were asked questions based on complex visual displays using a variety of auditory cues ranging from sine tones to camera shutter sounds. Analysis of the speed and accuracy of participant responses revealed that auditory cues that were more favorable for localization and were positively perceived were best for data extraction and could help create more user-friendly systems in the future.
Sajadi, Behzad; Majumder, Aditi
In this paper, we present the first method for the geometric autocalibration of multiple projectors on a set of CAVE-like immersive display surfaces including truncated domes and 4 or 5-wall CAVEs (three side walls, floor, and/or ceiling). All such surfaces can be categorized as swept surfaces and multiple projectors can be registered on them using a single uncalibrated camera without using any physical markers on the surface. Our method can also handle nonlinear distortion in the projectors, common in compact setups where a short throw lens is mounted on each projector. Further, when the whole swept surface is not visible from a single camera view, we can register the projectors using multiple pan and tilted views of the same camera. Thus, our method scales well with different size and resolution of the display. Since we recover the 3D shape of the display, we can achieve registration that is correct from any arbitrary viewpoint appropriate for head-tracked single-user virtual reality systems. We can also achieve wallpapered registration, more appropriate for multiuser collaborative explorations. Though much more immersive than common surfaces like planes and cylinders, general swept surfaces are used today only for niche display environments. Even the more popular 4 or 5-wall CAVE is treated as a piecewise planar surface for calibration purposes and hence projectors are not allowed to be overlapped across the corners. Our method opens up the possibility of using such swept surfaces to create more immersive VR systems without compromising the simplicity of having a completely automatic calibration technique. Such calibration allows completely arbitrary positioning of the projectors in a 5-wall CAVE, without respecting the corners.
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
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.
Kellogg, L. H.
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.
Callieri, M.; Debevec, P.; Pair, J.; Scopigno, R.
Offine rendering techniques have nowadays reached an astonishing level of realism but paying the cost of a long computational time. The new generation of programmable graphic hardware, on the other hand, gives the possibility to implement in realtime some of the visual effects previously available only for cinematographic production. In a collaboration between the Visual Computing Lab (ISTI-CNR) with the Institute for Creative Technologies of the University of Southern California, has been developed a realtime demo that replicate a sequence from the short movie "The Parthenon" presented at Siggraph 2004. The application is designed to run on an immersive reality system, making possible for a user to perceive the virtual environment with a cinematographic visual quality. In this paper we present the principal ideas of the project, discussing design issues and technical solution used for the realtime demo.
Whisker, Vaughn E., III
The prospect of new nuclear power plant orders in the near future and the graying of the current workforce create a need to train new personnel faster and better. Immersive virtual reality (VR) may offer a solution to the training challenge. VR technology presented in a CAVE Automatic Virtual Environment (CAVE) provides a high-fidelity, one-to-one scale environment where areas of the power plant can be recreated and virtual radiation environments can be simulated, making it possible to safely expose workers to virtual radiation in the context of the actual work environment. The use of virtual reality for training is supported by many educational theories; constructivism and discovery learning, in particular. Educational theory describes the importance of matching the training to the task. Plant access training and radiation worker training, common forms of training in the nuclear industry, rely on computer-based training methods in most cases, which effectively transfer declarative knowledge, but are poor at transferring skills. If an activity were to be added, the training would provide personnel with the opportunity to develop skills and apply their knowledge so they could be more effective when working in the radiation environment. An experiment was developed to test immersive virtual reality's suitability for training radiation awareness. Using a mixed methodology of quantitative and qualitative measures, the subjects' performances before and after training were assessed. First, subjects completed a pre-test to measure their knowledge prior to completing any training. Next they completed unsupervised computer-based training, which consisted of a PowerPoint presentation and a PDF document. After completing a brief orientation activity in the virtual environment, one group of participants received supplemental radiation awareness training in a simulated radiation environment presented in the CAVE, while a second group, the control group, moved directly to the
Twombly, I. Alexander; Smith, Jeffrey; Bruyns, Cynthia; Montgomery, Kevin; Boyle, Richard
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.
Wesselmann, Eric D.; Law, Alvin Ty; Williams, Kipling D.
Abstract Electronic-based communication (such as Immersive Virtual Environments; IVEs) may offer new ways of satisfying the need for social connection, but they also provide ways this need can be thwarted. Ostracism, being ignored and excluded, is a common social experience that threatens fundamental human needs (i.e., belonging, control, self-esteem, and meaningful existence). Previous ostracism research has made use of a variety of paradigms, including minimal electronic-based interactions (e.g., Cyberball) and communication (e.g., chatrooms and Short Message Services). These paradigms, however, lack the mundane realism that many IVEs now offer. Further, IVE paradigms designed to measure ostracism may allow researchers to test more nuanced hypotheses about the effects of ostracism. We created an IVE in which ostracism could be manipulated experimentally, emulating a previously validated minimal ostracism paradigm. We found that participants who were ostracized in this IVE experienced the same negative effects demonstrated in other ostracism paradigms, providing, to our knowledge, the first evidence of the negative effects of ostracism in virtual environments. Though further research directly exploring these effects in online virtual environments is needed, this research suggests that individuals encountering ostracism in other virtual environments (such as massively multiplayer online role playing games; MMORPGs) may experience negative effects similar to those of being ostracized in real life. This possibility may have serious implications for individuals who are marginalized in their real life and turn to IVEs to satisfy their need for social connection. PMID:22897472
Kassner, Matthew P; Wesselmann, Eric D; Law, Alvin Ty; Williams, Kipling D
Electronic-based communication (such as Immersive Virtual Environments; IVEs) may offer new ways of satisfying the need for social connection, but they also provide ways this need can be thwarted. Ostracism, being ignored and excluded, is a common social experience that threatens fundamental human needs (i.e., belonging, control, self-esteem, and meaningful existence). Previous ostracism research has made use of a variety of paradigms, including minimal electronic-based interactions (e.g., Cyberball) and communication (e.g., chatrooms and Short Message Services). These paradigms, however, lack the mundane realism that many IVEs now offer. Further, IVE paradigms designed to measure ostracism may allow researchers to test more nuanced hypotheses about the effects of ostracism. We created an IVE in which ostracism could be manipulated experimentally, emulating a previously validated minimal ostracism paradigm. We found that participants who were ostracized in this IVE experienced the same negative effects demonstrated in other ostracism paradigms, providing, to our knowledge, the first evidence of the negative effects of ostracism in virtual environments. Though further research directly exploring these effects in online virtual environments is needed, this research suggests that individuals encountering ostracism in other virtual environments (such as massively multiplayer online role playing games; MMORPGs) may experience negative effects similar to those of being ostracized in real life. This possibility may have serious implications for individuals who are marginalized in their real life and turn to IVEs to satisfy their need for social connection.
Morie, Jacquelyn F.
The idea of Virtual Reality once conjured up visions of new territories to explore, and expectations of awaiting worlds of wonder. VR has matured to become a practical tool for therapy, medicine and commercial interests, yet artists, in particular, continue to expand the possibilities for the medium. Artistic virtual environments created over the past two decades probe the phenomenological nature of these virtual environments. When we inhabit a fully immersive virtual environment, we have entered into a new form of Being. Not only does our body continue to exist in the real, physical world, we are also embodied within the virtual by means of technology that translates our bodied actions into interactions with the virtual environment. Very few states in human existence allow this bifurcation of our Being, where we can exist simultaneously in two spaces at once, with the possible exception of meta-physical states such as shamanistic trance and out-of-body experiences. This paper discusses the nature of this simultaneous Being, how we enter the virtual space, what forms of persona we can don there, what forms of spaces we can inhabit, and what type of wondrous experiences we can both hope for and expect.
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. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions 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. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.
educating and training (O’Keefe IV & McIntyre III, 2006). Topics vary widely from standard educational topics such as teaching kids physics, mechanics...Winn, W., & Yu, R. (1997). The Impact of Three Dimensional Immersive Virtual Environments on Modern Pedagogy : Global Change, VR and Learning
Kim, Aram; Zhou, Zixuan; Kretch, Kari S; Finley, James M
The ability to successfully navigate obstacles in our environment requires integration of visual information about the environment with estimates of our body's state. Previous studies have used partial occlusion of the visual field to explore how information about the body and impending obstacles are integrated to mediate a successful clearance strategy. However, because these manipulations often remove information about both the body and obstacle, it remains to be seen how information about the lower extremities alone is utilized during obstacle crossing. Here, we used an immersive virtual reality (VR) interface to explore how visual feedback of the lower extremities influences obstacle crossing performance. Participants wore a head-mounted display while walking on treadmill and were instructed to step over obstacles in a virtual corridor in four different feedback trials. The trials involved: (1) No visual feedback of the lower extremities, (2) an endpoint-only model, (3) a link-segment model, and (4) a volumetric multi-segment model. We found that the volumetric model improved success rate, placed their trailing foot before crossing and leading foot after crossing more consistently, and placed their leading foot closer to the obstacle after crossing compared to no model. This knowledge is critical for the design of obstacle negotiation tasks in immersive virtual environments as it may provide information about the fidelity necessary to reproduce ecologically valid practice environments.
When considering inclusive art curriculum that accommodates all learners, including English language learners, two distinct yet inseparable issues come to mind. The first is that English language learner students can use visual language and visual literacy skills inherent in visual arts curriculum to scaffold learning in and through the arts.…
Lui, Michelle Mei Yee
This dissertation investigates the design of complex inquiry for co-located students to work as a knowledge community within a mixed-reality learning environment. It presents the design of an immersive simulation called EvoRoom and corresponding collective inquiry activities that allow students to explore concepts around topics of evolution and biodiversity in a Grade 11 Biology course. EvoRoom is a room-sized simulation of a rainforest, modeled after Borneo in Southeast Asia, where several projected displays are stitched together to form a large, animated simulation on each opposing wall of the room. This serves to create an immersive environment in which students work collaboratively as individuals, in small groups and a collective community to investigate science topics using the simulations as an evidentiary base. Researchers and a secondary science teacher co-designed a multi-week curriculum that prepared students with preliminary ideas and expertise, then provided them with guided activities within EvoRoom, supported by tablet-based software as well as larger visualizations of their collective progress. Designs encompassed the broader curriculum, as well as all EvoRoom materials (e.g., projected displays, student tablet interfaces, collective visualizations) and activity sequences. This thesis describes a series of three designs that were developed and enacted iteratively over two and a half years, presenting key features that enhanced students' experiences within the immersive environment, their interactions with peers, and their inquiry outcomes. Primary research questions are concerned with the nature of effective design for such activities and environments, and the kinds of interactions that are seen at the individual, collaborative and whole-class levels. The findings fall under one of three themes: 1) the physicality of the room, 2) the pedagogical script for student observation and reflection and collaboration, and 3) ways of including collective
Bryson, Steve; Lisinski, T. A. (Technical Monitor)
Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.
Bombari, Dario; Schmid Mast, Marianne; Canadas, Elena; Bachmann, Manuel
The goal of the present review is to explain how immersive virtual environment technology (IVET) can be used for the study of social interactions and how the use of virtual humans in immersive virtual environments can advance research and application in many different fields. Researchers studying individual differences in social interactions are typically interested in keeping the behavior and the appearance of the interaction partner constant across participants. With IVET researchers have full control over the interaction partners, can standardize them while still keeping the simulation realistic. Virtual simulations are valid: growing evidence shows that indeed studies conducted with IVET can replicate some well-known findings of social psychology. Moreover, IVET allows researchers to subtly manipulate characteristics of the environment (e.g., visual cues to prime participants) or of the social partner (e.g., his/her race) to investigate their influences on participants' behavior and cognition. Furthermore, manipulations that would be difficult or impossible in real life (e.g., changing participants' height) can be easily obtained with IVET. Beside the advantages for theoretical research, we explore the most recent training and clinical applications of IVET, its integration with other technologies (e.g., social sensing) and future challenges for researchers (e.g., making the communication between virtual humans and participants smoother).
Bombari, Dario; Schmid Mast, Marianne; Canadas, Elena; Bachmann, Manuel
The goal of the present review is to explain how immersive virtual environment technology (IVET) can be used for the study of social interactions and how the use of virtual humans in immersive virtual environments can advance research and application in many different fields. Researchers studying individual differences in social interactions are typically interested in keeping the behavior and the appearance of the interaction partner constant across participants. With IVET researchers have full control over the interaction partners, can standardize them while still keeping the simulation realistic. Virtual simulations are valid: growing evidence shows that indeed studies conducted with IVET can replicate some well-known findings of social psychology. Moreover, IVET allows researchers to subtly manipulate characteristics of the environment (e.g., visual cues to prime participants) or of the social partner (e.g., his/her race) to investigate their influences on participants’ behavior and cognition. Furthermore, manipulations that would be difficult or impossible in real life (e.g., changing participants’ height) can be easily obtained with IVET. Beside the advantages for theoretical research, we explore the most recent training and clinical applications of IVET, its integration with other technologies (e.g., social sensing) and future challenges for researchers (e.g., making the communication between virtual humans and participants smoother). PMID:26157414
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.
Wang, Yi Fei; Petrina, Stephen; Feng, Francis
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…
Ihara, Masayuki; Honda, Shinkuro; Kobayashi, Minoru; Ishibashi, Satoshi
Authors are examining a cyber entertainment system that applies IPT (Immersive Projection Technology) displays to the entertainment field. This system enables users who are in remote locations to communicate with each other so that they feel as if they are together. Moreover, the system enables those users to experience a high degree of presence, this is due to provision of stereoscopic vision as well as a haptic interface and stereo sound. This paper introduces this system from the viewpoint of space sharing across the network and elucidates its operation using the theme of golf. The system is developed by integrating avatar control, an I/O device, communication links, virtual interaction, mixed reality, and physical simulations. Pairs of these environments are connected across the network. This allows the two players to experience competition. An avatar of each player is displayed by the other player's IPT display in the remote location and is driven by only two magnetic sensors. That is, in the proposed system, users don't need to wear any data suit with a lot of sensors and they are able to play golf without any encumbrance.
Discusses the evolution of constructivist learning environments and examines the collaboration of simulated software models, virtual environments, and evolving mental models via immersion in artificial realities. A sidebar gives a realistic example of a student navigating through cyberspace. (JMV)
Pearl, R. K.; Evenhouse, R.; Rasmussen, M.; Dech, F.; Silverstein, J. C.; Prokasy, S.; Panko, W. B.
This paper describes the development of the Virtual Pelvic Floor, a new method of teaching the complex anatomy of the pelvic region utilizing virtual reality and advanced networking technology. Virtual reality technology allows improved visualization of three-dimensional structures over conventional media because it supports stereo vision, viewer-centered perspective, large angles of view, and interactivity. Two or more ImmersaDesk systems, drafting table format virtual reality displays, are networked together providing an environment where teacher and students share a high quality three-dimensional anatomical model, and are able to converse, see each other, and to point in three dimensions to indicate areas of interest. This project was realized by the teamwork of surgeons, medical artists and sculptors, computer scientists, and computer visualization experts. It demonstrates the future of virtual reality for surgical education and applications for the Next Generation Internet. Images Figure 1 Figure 2 Figure 3 PMID:10566378
Begault, Duran R.; Ellis, Stephen R.; Wenzel, Elizabeth M.; Trejo, Leonard J. (Technical Monitor)
A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.
Stone, John E.; Sherman, William R.; Schulten, Klaus
Immersive molecular visualization provides the viewer with intuitive perception of complex structures and spatial relationships that are of critical interest to structural biologists. The recent availability of commodity head mounted displays (HMDs) provides a compelling opportunity for widespread adoption of immersive visualization by molecular scientists, but HMDs pose additional challenges due to the need for low-latency, high-frame-rate rendering. State-of-the-art molecular dynamics simulations produce terabytes of data that can be impractical to transfer from remote supercomputers, necessitating routine use of remote visualization. Hardware-accelerated video encoding has profoundly increased frame rates and image resolution for remote visualization, however round-trip network latencies would cause simulator sickness when using HMDs. We present a novel two-phase rendering approach that overcomes network latencies with the combination of omnidirectional stereoscopic progressive ray tracing and high performance rasterization, and its implementation within VMD, a widely used molecular visualization and analysis tool. The new rendering approach enables immersive molecular visualization with rendering techniques such as shadows, ambient occlusion lighting, depth-of-field, and high quality transparency, that are particularly helpful for the study of large biomolecular complexes. We describe ray tracing algorithms that are used to optimize interactivity and quality, and we report key performance metrics of the system. The new techniques can also benefit many other application domains. PMID:27747138
Hedge, Craig; Weaver, Ruth; Schnall, Simone
Previous work has examined whether immersive technologies can benefit learning in virtual environments, but the potential benefits of technology in this context are confounded by individual differences such as spatial ability. We assessed spatial knowledge acquisition in male and female participants using a technology not previously examined empirically: the digital fulldome. Our primary aim was to examine whether performance on a test of survey knowledge was better in a fulldome (N = 28, 12 males) relative to a large, flat screen display (N = 27, 13 males). Regression analysis showed that, compared to a flat screen display, males showed higher levels of performance on a test of survey knowledge after learning in the fulldome, but no benefit occurred for females. Furthermore, performance correlated with spatial visualization ability in male participants, but not in female participants. Thus, the digital fulldome is a potentially useful learning aid, capable of accommodating multiple users, but individual differences and use of strategy need to be considered.
Adams, Haley; Narasimham, Gayathri; Rieser, John; Creem-Regehr, Sarah; Stefanucci, Jeanine; Bodenheimer, Bobby
As virtual reality expands in popularity, an increasingly diverse audience is gaining exposure to immersive virtual environments (IVEs). A significant body of research has demonstrated how perception and action work in such environments, but most of this work has been done studying adults. Less is known about how physical and cognitive development affect perception and action in IVEs, particularly as applied to preteen and teenage children. Accordingly, in the current study we assess how preteens (children aged 8-12 years) and teenagers (children aged 15-18 years) respond to mismatches between their motor behavior and the visual information presented by an IVE. Over two experiments, we evaluate how these individuals recalibrate their actions across functionally distinct systems of movement. The first experiment analyzed forward walking recalibration after exposure to an IVE with either increased or decreased visual flow. Visual flow during normal bipedal locomotion was manipulated to be either twice or half as fast as the physical gait. The second experiment leveraged a prism throwing adaptation paradigm to test the effect of recalibration on throwing movement. In the first experiment, our results show no differences across age groups, although subjects generally experienced a post-exposure effect of shortened distance estimation after experiencing visually faster flow and longer distance estimation after experiencing visually slower flow. In the second experiment, subjects generally showed the typical prism adaptation behavior of a throwing after-effect error. The error lasted longer for preteens than older children. Our results have implications for the design of virtual systems with children as a target audience.
Undertaken in conjunction with a larger study that investigated the educational efficacy of students building their own virtual worlds, this study measures the reactions of students in grades 4-12 to the experience of being immersed in virtual reality (VR). The study investigated the sense of "presence" experienced by the students, the…
Immersive Virtual Learning Environments (IVLEs) are extensively used in training, but few rigorous scientific investigations regarding the : transfer of learning have been conducted. Measurement of learning transfer through evaluative methods is key ...
Picazo-Bueno, José Ángel; Cojoc, Dan; Torre, Vincent; Micó, Vicente
We present the combination of a single-shot water-immersion digital holographic microscopy with broadband illumination for simultaneous visualization of coherent and incoherent images using microbeads and different biosamples.
Dolgov, Igor; Birchfield, David A; McBeath, Michael K; Thornburg, Harvey; Todd, Christopher G
Perception of floor-projected moving geometric shapes was examined in the context of the Situated Multimedia Arts Learning Laboratory (SMALLab), an immersive, mixed-reality learning environment. As predicted, the projected destinations of shapes which retreated in depth (proximal origin) were judged significantly less accurately than those that approached (distal origin). Participants maintained similar magnitudes of error throughout the session, and no effect of practice was observed. Shape perception in an immersive multimedia environment is comparable to the real world. One may conclude that systematic exploration of basic psychological phenomena in novel mediated environments is integral to an understanding of human behavior in novel human-computer interaction architectures.
Dev, Parvati; Heinrichs, W LeRoy; Youngblood, Patricia
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.
This dissertation describes the development of a state-of-the-art immersive media environment and its potential to motivate high school youth with autism to vocally express themselves. Due to the limited availability of media environments in public education settings, studies on the use of such systems in special education contexts are rare. A…
Turano, Kathleen A.; Chaudhury, Sidhartha
People are able to walk without vision to previously viewed targets in the real world. This ability to update one"s position in space has been attributed to a path integration system that uses internally generated self-motion signals together with the perceived object-to-self distance of the target. In a previous study using an immersive virtual environment (VE), we found that many subjects were unable to walk without vision to a previously viewed target located 4 m away. Their walking paths were influenced by the room structure that varied trial to trial. In this study we investigated whether the phenomenon is specific to a VE by testing subjects in a real world and a VE. The real world was viewed with field restricting goggles and via cameras using the same head-mounted display as in the VE. The results showed that only in the VE were walking paths influenced by the room structure. Women were more affected than men, and the effect decreased over trials and after subjects performed the task in the real world. The results also showed that a brief (<0.5 s) exposure to the visual scene during self-motion was sufficient to reduce the influence of the room structure on walking paths. The results are consistent with the idea that without visual experience within the VE, the path integration system is unable to effectively update one"s spatial position. As a result, people rely on other cues to define their position in space. Women, unlike men, choose to use visual cues about environmental structure to reorient.
A student sitting in a class and listening to an instructor talk is experiencing a particular mode of instruction sensed through visual and audio channels. She is aware that she is in the center of a classroom and also in close proximity to other students. Occasionally they gesture to the instructor at the front of the room, who stops talking when…
Katernyak, Ihor; Loboda, Viktoriya
This paper presents the approach to successful application of two knowledge management techniques--community of practice and eLearning, in order to create and manage a competence-developing virtual learning environment. It explains how "4A" model of involving practitioners in eLearning process (through attention, actualization,…
Wu (u. Sjarpm)
The EMDT master's program at Full Sail University embarked on a small project to use a virtual environment to teach graduate students. The property used for this project has evolved our several iterations and has yielded some basic design principles and pedagogy for virtual spaces. As a result, students are emerging from the program with a better grasp of future possibilities.
Li, Kuo-Chen; Chen, Cheng-Ting; Cheng, Shein-Yung; Tsai, Chung-Wei
The study uses augmented reality (AR) technology to integrate virtual objects into the real learning environment for language learning. The English AR classroom is constructed using the system prototyping method and evaluated by semi-structured in-depth interviews. According to the flow theory by Csikszenmihalyi in 1975 along with the immersive…
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...
Rueda, Christian Jonathan Angel; Godínes, Juan Carlos Valdés; Rudman, Paul Douglas
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…
Orman, Evelyn K.; Price, Harry E.; Russell, Christine R.
Acquiring nonverbal skills necessary to appropriately communicate and educate members of performing ensembles is essential for wind band conductors. Virtual reality learning environments (VRLEs) provide a unique setting for developing these proficiencies. For this feasibility study, we used an augmented immersive VRLE to enhance eye contact, torso…
Wright, J.; Hartman, F.; Cooper, B.
Immersive environments are successfully being used to support mission operations at JPL. This technology contributed to the Mars Pathfinder Mission in planning sorties for the Sojourner rover. Results and operational experiences with these tools are being incorporated into the development of the second generation of mission planning tools.
Plumert, Jodie M.; Kearney, Joseph K.; Cremer, James F.
This study examined gap choices and crossing behavior in children and adults using an immersive, interactive bicycling simulator. Ten- and 12-year-olds and adults rode a bicycle mounted on a stationary trainer through a virtual environment consisting of a street with 6 intersections. Participants faced continuous cross traffic traveling at 25mph…
Waller, David; Richardson, Adam R.
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…
van Schaik, P.; Martin, S.; Vallance, M.
In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they act with total involvement". We applied the concept of flow to modeling the experience of…
This report reviews the literature for studies that employ immersive virtual environment technology methods to conduct experimental studies in health care communication. Advantages and challenges of using these tools for research in this area are also discussed. A literature search was conducted using the Scopus database. Results were hand searched to identify the body of studies, conducted since 1995, that are related to the report objective. The review identified four relevant studies that stem from two unique projects. One project focused on the impact of a clinician's characteristics and behavior on health care communication, the other focused on the characteristics of the patient. Both projects illustrate key methodological advantages conferred by immersive virtual environments, including, ability to maintain simultaneously high experimental control and realism, ability to manipulate variables in new ways, and unique behavioral measurement opportunities. Though implementation challenges exist for immersive virtual environment-based research methods, given the technology's unique capabilities, benefits can outweigh the costs in many instances. Immersive virtual environments may therefore prove an important addition to the array of tools available for advancing our understanding of communication in health care. Published by Elsevier Ireland Ltd.
Langhoff, Stephanie R.; Cowan-Sharp, Jessy; Dodson, Karen E.; Damer, Bruce; Ketner, Bob
The workshop revolved around three framing ideas or scenarios about the evolution of virtual environments: 1. Remote exploration: The ability to create high fidelity environments rendered from external data or models such that exploration, design and analysis that is truly interoperable with the physical world can take place within them. 2. We all get to go: The ability to engage anyone in being a part of or contributing to an experience (such as a space mission), no matter their training or location. It is the creation of a new paradigm for education, outreach, and the conduct of science in society that is truly participatory. 3. Become the data: A vision of a future where boundaries between the physical and the virtual have ceased to be meaningful. What would this future look like? Is this plausible? Is it desirable? Why and why not?
Verhage, Joshua E.; Sandridge, Chris A.; Qualls, Garry D.; Rizzi, Stephen A.
The International Space Station Environment Simulator (ISSES) is a virtual reality application that uses high-performance computing, graphics, and audio rendering to simulate the radiation and acoustic environments of the International Space Station (ISS). This CAVE application allows the user to maneuver to different locations inside or outside of the ISS and interactively compute and display the radiation dose at a point. The directional dose data is displayed as a color-mapped sphere that indicates the relative levels of radiation from all directions about the center of the sphere. The noise environment is rendered in real time over headphones or speakers and includes non-spatial background noise, such as air-handling equipment, and spatial sounds associated with specific equipment racks, such as compressors or fans. Changes can be made to equipment rack locations that produce changes in both the radiation shielding and system noise. The ISSES application allows for interactive investigation and collaborative trade studies between radiation shielding and noise for crew safety and comfort.
Hermann, A. J.; Moore, C.; Soreide, N. N.
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.
George, Paul; Kemeny, Andras; Merienne, Frédéric; Chardonnet, Jean-Rémy; Thouvenin, Indira Mouttapa; Posselt, Javier; Icart, Emmanuel
Renault is currently setting up a new CAVE™, a 5 rear-projected wall virtual reality room with a combined 3D resolution of 100 Mpixels, distributed over sixteen 4k projectors and two 2k projector as well as an additional 3D HD collaborative powerwall. Renault's CAVE™ aims at answering needs of the various vehicle conception steps . Starting from vehicle Design, through the subsequent Engineering steps, Ergonomic evaluation and perceived quality control, Renault has built up a list of use-cases and carried out an early software evaluation in the four sided CAVE™ of Institute Image, called MOVE. One goal of the project is to study interactions in a CAVE™, especially with nomad devices such as IPhone or IPad to manipulate virtual objects and to develop visualization possibilities. Inspired by nomad devices current uses (multi-touch gestures, IPhone UI look'n'feel and AR applications), we have implemented an early feature set taking advantage of these popular input devices. In this paper, we present its performance through measurement data collected in our test platform, a 4-sided homemade low-cost virtual reality room, powered by ultra-short-range and standard HD home projectors.
Pot-Kolder, Roos; Veling, Wim; Counotte, Jacqueline; van der Gaag, Mark
The use of virtual reality (VR) in psychological treatment is expected to increase. Cybersickness (CS) is a negative side effect of VR exposure and is associated with treatment dropout. This study aimed to investigate the following: (a) if gender differences in CS can be replicated, (b) if differences in anxiety and CS symptoms between patients and controls can be replicated, and (c) whether the relationship between exposure to VR and CS symptoms is mediated by anxiety. A sample (N = 170) of participants with different levels of psychosis liability was exposed to VR environments. CS and anxiety were assessed with self-report measures before and after the VR experiment. This study replicated gender differences in CS symptoms, most of which were present before exposure to VR. It also replicated findings that a significant correlation between anxiety and CS can be found in healthy individuals, but not in patients. In a VR environment, anxiety partially mediated CS symptoms, specifically nausea and disorientation. A partial explanation for the differences found between patients and controls may lie in a ceiling effect for the symptoms of CS. A second explanation may be the partial overlap between CS symptoms and physiological anxiety responses. CS symptoms reported at baseline cannot be explained by exposure to VR, but are related to anxiety. Caution is required when interpreting studies on both CS and anxiety, until the specificity in measurements has been improved. Since anxiety mediated the CS symptoms, CS is expected to decline during treatment together with the reduction of anxiety.
Coffey, Amy Jo; Kamhawi, Rasha; Fishwick, Paul; Henderson, Julie
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…
Following in the footsteps of motif-reviving, aesthetically-focused Postmodern and deconstructivist architecture, purely computer-generated formalist contemporary architecture (i.e. blobitecture) has been reduced to vast, empty sculptural, and therefore, purely ocularcentric gestures for their own sake. Taking precedent over the deliberate relation to the people inhabiting them beyond scaleless visual stimulation, the forms become separated from and hostile toward their inhabitants; a boundary appears. This thesis calls for a reintroduction of human-centered design beyond Modern functionalism and ergonomics and Postmodern form and metaphor into architecture by exploring ecological psychology (specifically how one becomes attached to objects) and phenomenology (specifically sound) in an attempt to reach a contemporary human scale using the technology of today: the physiological mind. Psychologist Dr. Mihaly Csikszentmihalyi's concept of flow---when one becomes so mentally immersed within the current activity and immediate surroundings that the boundary between inhabitant and environment becomes transparent through a form of trance---is the embodiment of this thesis' goal, but it is limited to only specific moments throughout the day and typically studied without regard to the environment. Physiologically, the area within the brain---the medial prefrontal cortex---stimulated during flow experiences is also stimulated by the synthesis of sound, memory, and emotion. By exploiting sound (a sense not typically focused on within phenomenology) as a form of constant nuance within the everyday productive dissonance, the engagement and complete concentration on one's own interpretation of this sensory input affords flow experiences and, therefore, a blurred boundary with one's environment. This thesis aims to answer the question: How does the built environment embody flow? The above concept will be illustrated within a ubiquitous building type---the everyday housing tower
Zhang, Lelin; Chi, Yu Mike; Edelstein, Eve; Schulze, Jurgen; Gramann, Klaus; Velasquez, Alvaro; Cauwenberghs, Gert; Macagno, Eduardo
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.
Slaboda, Jill C; Barton, Joseph E; Keshner, Emily A
The effect of visual field motion on the sit-to-stand kinematics of adults and children was investigated. Children (8 to12 years of age) and adults (21 to 49 years of age) were seated in a virtual environment that rotated in the pitch and roll directions. Participants stood up either (1) concurrent with onset of visual motion or (2) after an immersion period in the moving visual environment, and (3) without visual input. Angular velocities of the head with respect to the trunk, and trunk with respect to the environment, w ere calculated as was head andtrunk center of mass. Both adults and children reduced head and trunk angular velocity after immersion in the moving visual environment. Unlike adults, children demonstrated significant differences in displacement of the head center of mass during the immersion and concurrent trials when compared to trials without visual input. Results suggest a time-dependent effect of vision on sit-to-stand kinematics in adults, whereas children are influenced by the immediate presence or absence of vision.
Yang, Zhenyu; Cui, Yi; Anwar, Zahid; Bocchino, Robert; Kiyanclar, Nadir; Nahrstedt, Klara; Campbell, Roy H.; Yurcik, William
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).
Preis, Anna; Kociński, Jędrzej; Hafke-Dys, Honorata; Wrzosek, Małgorzata
The aim of the study was to examine how visual and audio information influences audio-visual environment assessment. Original audio-visual recordings were made at seven different places in the city of Poznań. Participants of the psychophysical experiments were asked to rate, on a numerical standardized scale, the degree of comfort they would feel if they were in such an environment. The assessments of audio-visual comfort were carried out in a laboratory in four different conditions: (a) audio samples only, (b) original audio-visual samples, (c) video samples only, and (d) mixed audio-visual samples. The general results of this experiment showed a significant difference between the investigated conditions, but not for all the investigated samples. There was a significant improvement in comfort assessment when visual information was added (in only three out of 7 cases), when conditions (a) and (b) were compared. On the other hand, the results show that the comfort assessment of audio-visual samples could be changed by manipulating the audio rather than the video part of the audio-visual sample. Finally, it seems, that people could differentiate audio-visual representations of a given place in the environment based rather of on the sound sources' compositions than on the sound level. Object identification is responsible for both landscape and soundscape grouping. Copyright © 2015. Published by Elsevier B.V.
Roskvist, Annelies; Harvey, Sharon; Corder, Deborah; Stacey, Karen
The overseas immersion environment has long been considered a superior context for language learning, supposedly providing unlimited exposure to target language (TL) input and countless opportunities for authentic interaction with expert users. This article focuses on immersion programmes (IPs) for in-service language teachers--a relatively…
Describes virtual reality (VR) technology and VR research on education and training. Focuses on immersion as the key added value of VR, analyzes cognitive variables connected to immersion, how it is generated in synthetic environments and its benefits. Discusses value of tracked, immersive visual displays over nonimmersive simulations. Contains 78…
Vaziri, Arsi; Kutler, Paul (Technical Monitor)
In several cases, new visualization techniques have vastly increased the researcher's ability to analyze and comprehend data. Similarly, the role of networks in providing an efficient supercomputing environment have become more critical and continue to grow at a faster rate than the increase in the processing capabilities of supercomputers. A close relationship between scientific visualization and high-speed networks in providing an important link to support efficient supercomputing is identified. The two technologies are driven by the increasing complexities and volume of supercomputer data. The interaction of scientific visualization and high-speed networks in a Computational Fluid Dynamics simulation/visualization environment are given. Current capabilities supported by high speed networks, supercomputers, and high-performance graphics workstations at the Numerical Aerodynamic Simulation Facility (NAS) at NASA Ames Research Center are described. Applied research in providing a supercomputer visualization environment to support future computational requirements are summarized.
Vaidya, Vivek; Suryanarayanan, Srikanth; Krishnan, Kajoli; Mullick, Rakesh
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.
Reported are results of a project carried out at the Swedish Institute for the Handicapped to determine needs of the visually impaired in the planning and adaptation of buildings and other forms of physical environment. Chapter 1 considers implications of impaired vision and includes definitions, statistics, and problems of the visually impaired…
Park, Brian V. (Inventor)
An immersive cyberspace system is presented which provides visual, audible, and vibrational inputs to a subject remaining in neutral immersion, and also provides for subject control input. The immersive cyberspace system includes a relaxation chair and a neutral immersion display hood. The relaxation chair supports a subject positioned thereupon, and places the subject in position which merges a neutral body position, the position a body naturally assumes in zero gravity, with a savasana yoga position. The display hood, which covers the subject's head, is configured to produce light images and sounds. An image projection subsystem provides either external or internal image projection. The display hood includes a projection screen moveably attached to an opaque shroud. A motion base supports the relaxation chair and produces vibrational inputs over a range of about 0-30 Hz. The motion base also produces limited translation and rotational movements of the relaxation chair. These limited translational and rotational movements, when properly coordinated with visual stimuli, constitute motion cues which create sensations of pitch, yaw, and roll movements. Vibration transducers produce vibrational inputs from about 20 Hz to about 150 Hz. An external computer, coupled to various components of the immersive cyberspace system, executes a software program and creates the cyberspace environment. One or more neutral hand posture controllers may be coupled to the external computer system and used to control various aspects of the cyberspace environment, or to enter data during the cyberspace experience.
Liluashvili, Vaja; Kalayci, Selim; Fluder, Eugene; Wilson, Manda; Gabow, Aaron
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
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.
In this paper, we develop guidelines for evaluating visual analytic environments based on a synthesis of reviews for the entries to the 2009 Visual Analytics Science and Technology (VAST) Symposium Challenge and from a user study with professional intelligence analysts. By analyzing the 2009 VAST Challenge reviews we gained a better understanding of what is important to our reviewers, both visualization researchers and professional analysts. We also report on a small user study with professional analysts to determine the important factors that they use in evaluating visual analysis systems. We then looked at guidelines developed by researchers in various domainsmore » and synthesized these into an initial set for use by others in the community. In a second part of the user study, we looked at guidelines for a new aspect of visual analytic systems – the generation of reports. Future visual analytic systems have been challenged to help analysts generate their reports. In our study we worked with analysts to understand the criteria they used to evaluate the quality of analytic reports. We propose that this knowledge will be useful as researchers look at systems to automate some of the report generation.1 Based on these efforts, we produced some initial guidelines for evaluating visual analytic environment and for evaluation of analytic reports. It is important to understand that these guidelines are initial drafts and are limited in scope because of the type of tasks for which the visual analytic systems used in the studies in this paper were designed. More research and refinement is needed by the Visual Analytics Community to provide additional evaluation guidelines for different types of visual analytic environments.« less
Watanuki, Keiichi; Kojima, Kazuyuki
The environment in which Japanese industry has achieved great respect is changing tremendously due to the globalization of world economies, while Asian countries are undergoing economic and technical development as well as benefiting from the advances in information technology. For example, in the design of custom-made casting products, a designer who lacks knowledge of casting may not be able to produce a good design. In order to obtain a good design and manufacturing result, it is necessary to equip the designer and manufacturer with a support system related to casting design, or a so-called knowledge transfer and creation system. This paper proposes a new virtual reality based knowledge acquisition and job training system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work in the virtual site operation. Provided that the trainee has gained explicit and tacit knowledge of casting through the multimedia-based knowledge transfer system, the immersive virtual environment catalyzes the internalization of knowledge and also enables the trainee to gain tacit knowledge before undergoing on-the-job training at a real-time operation site.
Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W.; Gross, Markus; Helbing, Dirk; Hölscher, Christoph
Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects. PMID:27605166
Moussaïd, Mehdi; Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W; Gross, Markus; Helbing, Dirk; Hölscher, Christoph
Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects. © 2016 The Authors.
Hand, Brian; Cavagnetto, Andy; Chen, Ying-Chih; Park, Soonhye
Given current concerns internationally about student performance in science and the need to shift how science is being learnt in schools, as a community, we need to shift how we approach the issue of learning and teaching in science. In the future, we are going to have to close the gap between how students construct and engage with knowledge in a media-rich environment, and how school classroom environments engage them. This is going to require a shift to immersive environments where attention is paid to the knowledge bases and resources students bring into the classroom. Teachers will have to adopt adaptive pedagogical approaches that are framed around a more nuanced understanding of epistemological orientation, language and the nature of prosocial environments.
Zapf, Marc P; Matteucci, Paul B; Lovell, Nigel H; Zheng, Steven; Suaning, Gregg J
Simulated prosthetic vision (SPV) in normally sighted subjects is an established way of investigating the prospective efficacy of visual prosthesis designs in visually guided tasks such as mobility. To perform meaningful SPV mobility studies in computer-based environments, a credible representation of both the virtual scene to navigate and the experienced artificial vision has to be established. It is therefore prudent to make optimal use of existing hardware and software solutions when establishing a testing framework. The authors aimed at improving the realism and immersion of SPV by integrating state-of-the-art yet low-cost consumer technology. The feasibility of body motion tracking to control movement in photo-realistic virtual environments was evaluated in a pilot study. Five subjects were recruited and performed an obstacle avoidance and wayfinding task using either keyboard and mouse, gamepad or Kinect motion tracking. Walking speed and collisions were analyzed as basic measures for task performance. Kinect motion tracking resulted in lower performance as compared to classical input methods, yet results were more uniform across vision conditions. The chosen framework was successfully applied in a basic virtual task and is suited to realistically simulate real-world scenes under SPV in mobility research. Classical input peripherals remain a feasible and effective way of controlling the virtual movement. Motion tracking, despite its limitations and early state of implementation, is intuitive and can eliminate between-subject differences due to familiarity to established input methods.
Bugnariu, Nicoleta L.
Abstract Virtual environments (VEs) may be useful for delivering social skills interventions to individuals with autism spectrum disorder (ASD). Immersive VEs provide opportunities for individuals with ASD to learn and practice skills in a controlled replicable setting. However, not all VEs are delivered using the same technology, and the level of immersion differs across settings. We group studies into low-, moderate-, and high-immersion categories by examining five aspects of immersion. In doing so, we draw conclusions regarding the influence of this technical manipulation on the efficacy of VEs as a tool for assessing and teaching social skills. We also highlight ways in which future studies can advance our understanding of how manipulating aspects of immersion may impact intervention success. PMID:26919157
In order to learn more about the cause of coronary heart diseases and develop diagnostic tools, the extraction and visualization of vascular structures from volumetric scans for further analysis is an important step. By determining a geometric representation of the vasculature, the geometry can be inspected and additional quantitative data calculated and incorporated into the visualization of the vasculature. To provide a more user-friendly visualization tool, virtual environment paradigms can be utilized. This paper describes techniques for interactive rendering of large-scale vascular structures within virtual environments. This can be applied to almost any virtual environment configuration, such as CAVE-type displays. Specifically, the tools presented in this paper were tested on a Barco I-Space and a large 62x108 inch passive projection screen with a Kinect sensor for user tracking.
Guinn, W. A.; Balena, F. J.; Soovere, J.
Test methods for determining the sonic environment of aircraft structure that is immersed in the flow stream of a high velocity jet or that is subjected to the noise field surrounding the jet, were investigated. Sonic environment test data measured on a SCAT 15-F model in the flow field of Mach 1.5 and 2.5 jets were processed. Narrow band, lateral cross correlation and noise contour plots are presented. Data acquisition and reduction methods are depicted. A computer program for scaling the model data is given that accounts for model size, jet velocity, transducer size, and jet density. Comparisons of scaled model data and full size aircraft data are made for the L-1011, S-3A, and a V/STOL lower surface blowing concept. Sonic environment predictions are made for an engine-over-the-wing SST configuration.
Smith, Jordan W
Immersive virtual environment (IVE) technology offers a wide range of potential benefits to research focused on understanding how individuals perceive and respond to built and natural environments. In an effort to broaden awareness and use of IVE technology in perception, preference and behavior research, this review paper describes how IVE technology can be used to complement more traditional methods commonly applied in public health research. The paper also describes a relatively simple workflow for creating and displaying 360° virtual environments of built and natural settings and presents two freely-available and customizable applications that scientists from a variety of disciplines, including public health, can use to advance their research into human preferences, perceptions and behaviors related to built and natural settings.
Smith, Jordan W.
Immersive virtual environment (IVE) technology offers a wide range of potential benefits to research focused on understanding how individuals perceive and respond to built and natural environments. In an effort to broaden awareness and use of IVE technology in perception, preference and behavior research, this review paper describes how IVE technology can be used to complement more traditional methods commonly applied in public health research. The paper also describes a relatively simple workflow for creating and displaying 360° virtual environments of built and natural settings and presents two freely-available and customizable applications that scientists from a variety of disciplines, including public health, can use to advance their research into human preferences, perceptions and behaviors related to built and natural settings. PMID:26378565
Glicksohn, Joseph; Berkovich-Ohana, Aviva; Mauro, Federica; Ben-Soussan, Tal D
The notion that exposure to a monotonous sensory environment could elicit reports indicating aberrant subjective experience and altered time perception is the impetus for the present report. Research has looked at the influence of exposure to such environments on time perception, reporting that the greater the environmental variation, the shorter is the time estimation obtained by the method of production. Most conditions for creating an altered sensory environment, however, have not facilitated an immersive experience, one that directly impacts both time perception and subjective experience. In this study, we invited our participants to enter a whole-body altered sensory environment for a 20-min session, wherein they were asked to relax without falling asleep. The session included white-colored illumination of the chamber with eyes closed (5 min), followed by 10 min of illuminating the room with color, after which a short report of subjective experience was collected using a brief questionnaire; this was followed by an additional 5 min of immersion in white light with closed eyes. The participants were then interviewed regarding their subjective experience, including their experience of time within the chamber. Prior to entering the chamber, the participants completed a time-production (TP) task. One group of participants then repeated the task within the chamber, at the end of the session; a second group of participants repeated the task after exiting the chamber. We shall report on changes in TP, and present data indicating that when produced time is plotted as a function of target duration, using a log-log plot, the major influence of sensory environment is on the intercept of the psychophysical function. We shall further present data indicating that for those participants reporting a marked change in time experience, such as "the sensation of time disappeared," their TP data could not be linearized using a log-log plot, hence indicating that for these
Rosa, Pedro J; Gamito, Pedro; Oliveira, Jorge; Morais, Diogo; Pavlovic, Matthew; Smyth, Olivia; Maia, Inês; Gomes, Tiago
An adequate behavioral response depends on attentional and mnesic processes. When these basic cognitive functions are impaired, the use of non-immersive Virtual Reality Applications (VRAs) can be a reliable technique for assessing the level of impairment. However, most non-immersive VRAs use indirect measures to make inferences about visual attention and mnesic processes (e.g., time to task completion, error rate). To examine whether the eye movement analysis through eye tracking (ET) can be a reliable method to probe more effectively where and how attention is deployed and how it is linked with visual working memory during comparative visual search tasks (CVSTs) in non-immersive VRAs. The eye movements of 50 healthy participants were continuously recorded while CVSTs, selected from a set of cognitive tasks in the Systemic Lisbon Battery (SLB). Then a VRA designed to assess of cognitive impairments were randomly presented. The total fixation duration, the number of visits in the areas of interest and in the interstimulus space, along with the total execution time was significantly different as a function of the Mini Mental State Examination (MMSE) scores. The present study demonstrates that CVSTs in SLB, when combined with ET, can be a reliable and unobtrusive method for assessing cognitive abilities in healthy individuals, opening it to potential use in clinical samples.
Vogt, Tobias; Herpers, Rainer; Askew, Christopher D.; Scherfgen, David; Strüder, Heiko K.; Schneider, Stefan
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence. PMID:26366305
Vogt, Tobias; Herpers, Rainer; Askew, Christopher D; Scherfgen, David; Strüder, Heiko K; Schneider, Stefan
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
Eric A. Wernert; William R. Sherman; Chris Eller
We present a pair of open-recipe, affordably-priced, easy-to-integrate, and easy-to-use visualization systems. The IQ-wall is an ultra-resolution tiled display wall that scales up to 24 screens with a single PC. The IQ-station is a semi-immersive display system that utilizes commodity stereoscopic displays, lower cost tracking systems, and touch overlays. These systems have been designed to support a wide range of research, education, creative activities, and information presentations. They were designed to work equally well as stand-alone installations or as part of a larger distributed visualization ecosystem. We detail the hardware and software components of these systems, describe our deployments andmore » experiences in a variety of research lab and university environments, and share our insights for effective support and community development.« less
West, Ruth G.; Monroe, Laura; Ford Morie, Jacquelyn; Aguilera, Julieta
This panel and dialog-paper explores the potentials at the intersection of art, science, immersion and highly dimensional, "big" data to create new forms of engagement, insight and cultural forms. We will address questions such as: "What kinds of research questions can be identified at the intersection of art + science + immersive environments that can't be expressed otherwise?" "How is art+science+immersion distinct from state-of-the art visualization?" "What does working with immersive environments and visualization offer that other approaches don't or can't?" "Where does immersion fall short?" We will also explore current trends in the application of immersion for gaming, scientific data, entertainment, simulation, social media and other new forms of big data. We ask what expressive, arts-based approaches can contribute to these forms in the broad cultural landscape of immersive technologies.
Magdalon, Eliane C; Michaelsen, Stella M; Quevedo, Antonio A; Levin, Mindy F
Virtual reality (VR) technology is being used with increasing frequency as a training medium for motor rehabilitation. However, before addressing training effectiveness in virtual environments (VEs), it is necessary to identify if movements made in such environments are kinematically similar to those made in physical environments (PEs) and the effect of provision of haptic feedback on these movement patterns. These questions are important since reach-to-grasp movements may be inaccurate when visual or haptic feedback is altered or absent. Our goal was to compare kinematics of reaching and grasping movements to three objects performed in an immersive three-dimensional (3D) VE with haptic feedback (cyberglove/grasp system) viewed through a head-mounted display to those made in an equivalent physical environment (PE). We also compared movements in PE made with and without wearing the cyberglove/grasp haptic feedback system. Ten healthy subjects (8 women, 62.1±8.8years) reached and grasped objects requiring 3 different grasp types (can, diameter 65.6mm, cylindrical grasp; screwdriver, diameter 31.6mm, power grasp; pen, diameter 7.5mm, precision grasp) in PE and visually similar virtual objects in VE. Temporal and spatial arm and trunk kinematics were analyzed. Movements were slower and grip apertures were wider when wearing the glove in both the PE and the VE compared to movements made in the PE without the glove. When wearing the glove, subjects used similar reaching trajectories in both environments, preserved the coordination between reaching and grasping and scaled grip aperture to object size for the larger object (cylindrical grasp). However, in VE compared to PE, movements were slower and had longer deceleration times, elbow extension was greater when reaching to the smallest object and apertures were wider for the power and precision grip tasks. Overall, the differences in spatial and temporal kinematics of movements between environments were greater than
Bruce, G.; Anbar, A. D.; Semken, S. C.; Summons, R. E.; Oliver, C.; Buxner, S.
Innovations in immersive interactive technologies are changing the way students explore Earth and its environment. State-of-the-art hardware has given developers the tools needed to capture high-resolution spherical content, 360° panoramic video, giga-pixel imagery, and unique viewpoints via unmanned aerial vehicles as they explore remote and physically challenging regions of our planet. Advanced software enables integration of these data into seamless, dynamic, immersive, interactive, content-rich, and learner-driven virtual field explorations, experienced online via HTML5. These surpass conventional online exercises that use 2-D static imagery and enable the student to engage in these virtual environments that are more like games than like lectures. Grounded in the active learning of exploration, inquiry, and application of knowledge as it is acquired, users interact non-linearly in conjunction with an intelligent tutoring system (ITS). The integration of this system allows the educational experience to be adapted to each individual student as they interact within the program. Such explorations, which we term "immersive virtual field trips" (iVFTs), are being integrated into cyber-learning allowing science teachers to take students to scientifically significant but inaccessible environments. Our team and collaborators are producing a diverse suite of freely accessible, iVFTs to teach key concepts in geology, astrobiology, ecology, and anthropology. Topics include Early Life, Biodiversity, Impact craters, Photosynthesis, Geologic Time, Stratigraphy, Tectonics, Volcanism, Surface Processes, The Rise of Oxygen, Origin of Water, Early Civilizations, Early Multicellular Organisms, and Bioarcheology. These diverse topics allow students to experience field sites all over the world, including, Grand Canyon (USA), Flinders Ranges (Australia), Shark Bay (Australia), Rainforests (Panama), Teotihuacan (Mexico), Upheaval Dome (USA), Pilbara (Australia), Mid-Atlantic Ridge
Duarte, Emília; Rebelo, Francisco; Teles, Júlia; Wogalter, Michael S
This study used an immersive virtual environment (IVE) to examine how dynamic features in signage affect behavioral compliance during a work-related task and an emergency egress. Ninety participants performed a work-related task followed by an emergency egress. Compliance with uncued and cued safety signs was assessed prior to an explosion/fire involving egress with exit signs. Although dynamic presentation produced the highest compliance, the difference between dynamic and static presentation was only statistically significant for uncued signs. Uncued signs, both static and dynamic, were effective in changing behavior compared to no/minimal signs. Findings are explained based on sign salience and on task differences. If signs must capture attention while individuals are attending to other tasks, salient (e.g., dynamic) signs are useful in benefiting compliance. This study demonstrates the potential for IVEs to serve as a useful tool in behavioral compliance research. Copyright © 2013 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Over the next decade, those entering Service and Joint Staff positions within the military will come from a different generation than the current leadership. They will come from Generation Y and have differing preferences for learning. Immersive learning environments like serious games and virtual world initiatives can complement traditional training methods to provide a better overall training program for staffs. Generation Y members desire learning methods which are relevant and interactive, regardless of whether they are delivered over the internet or in person. This paper focuses on a project undertaken to assess alternative training methods to teach special operations staffs. It provides a summary of the needs analysis used to consider alternatives and to better posture the Department of Defense for future training development.
Yu, Ka Chun; Sahami, Kamran; Denn, Grant; Sahami, Victoria; Sessions, Larry C.
Digital video fulldome has long been heralded as a revolutionary educational technology; yet the discipline-based astronomy education research literature showing planetarium effectiveness has been sparse. In order to help understand to what extent immersion impacts learning and the effect of the "narrative journey" model of presentation,…
Spirkovska, Lilly; Lodha, Suresh K.; Norvig, Peter (Technical Monitor)
Weather is one of the major causes of aviation accidents. General aviation (GA) flights account for 92% of all the aviation accidents, In spite of all the official and unofficial sources of weather visualization tools available to pilots, there is an urgent need for visualizing several weather related data tailored for general aviation pilots. Our system, Aviation Weather Data Visualization Environment AWE), presents graphical displays of meteorological observations, terminal area forecasts, and winds aloft forecasts onto a cartographic grid specific to the pilot's area of interest. Decisions regarding the graphical display and design are made based on careful consideration of user needs. Integral visual display of these elements of weather reports is designed for the use of GA pilots as a weather briefing and route selection tool. AWE provides linking of the weather information to the flight's path and schedule. The pilot can interact with the system to obtain aviation-specific weather for the entire area or for his specific route to explore what-if scenarios and make "go/no-go" decisions. The system, as evaluated by some pilots at NASA Ames Research Center, was found to be useful.
Diaz, Gabriel; Cooper, Joseph; Kit, Dmitry; Hayhoe, Mary
Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at http://sourceforge.net/p/utdvrlibraries/. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements.
Diaz, Gabriel; Cooper, Joseph; Kit, Dmitry; Hayhoe, Mary
Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at http://sourceforge.net/p/utdvrlibraries/. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements. PMID:24113087
Snider, Joseph; Plank, Markus; Lee, Dongpyo; Poizner, Howard
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.
Lawless-Reljic, Sabine Karine
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-.…
Knutzen, K. Brant; Kennedy, David M.
This article describes the findings of a 3-month study on how social encounters mediated by an online Virtual Immersive Environment (VIE) impacted on the relational self-concept of adolescents. The study gathered data from two groups of students as they took an Introduction to Design and Programming class. Students in group 1 undertook course…
Frank, Lisa A.
In December, 2011, over 800 people experienced the exhibit, <1>:"der"//pattern for a virtual environment, created for the fully immersive CAVETM at the University of Wisconsin-Madison. This exhibition took my nature-based photographic work and reinterpreted it for virtual reality (VR).Varied responses such as: "It's like a moment of joy," or "I had to see it twice," or "I'm still thinking about it weeks later" were common. Although an implied goal of my 2D artwork is to create a connection that makes viewers more aware of what it means to be a part of the natural world, these six VR environments opened up an unexpected area of inquiry that my 2D work has not. Even as the experience was mediated by machines, there was a softening at the interface between technology and human sensibility. Somehow, for some people, through the unlikely auspices of a computer-driven environment, the project spoke to a human essence that they connected with in a way that went beyond all expectations and felt completely out of my hands. Other interesting behaviors were noted: in some scenarios some spoke of intense anxiety, acrophobia, claustrophobia-even fear of death when the scene took them underground. These environments were believable enough to cause extreme responses and disorientation for some people; were fun, pleasant and wonder-filled for most; and were liberating, poetic and meditative for many others. The exhibition seemed to promote imaginative skills, creativity, emotional insight, and environmental sensitivity. It also revealed the CAVETM to be a powerful tool that can encourage uniquely productive experiences. Quite by accident, I watched as these nature-based environments revealed and articulated an essential relationship between the human spirit and the physical world. The CAVETM is certainly not a natural space, but there is clear potential to explore virtual environments as a path to better and deeper connections between people and nature. We've long associated
Padrino-Barrios, Carmelo; McCombs, Gayle; Diawara, Norou; De Leo, Gianluca
The purpose of this study was to evaluate the effects of Immersive Visualization (IV) eyewear on anxious, adult patients during oral debridement. Thirty adult volunteers (n=23 females; n=7 males) were enrolled in the study. Participants were required to be 18 years or older, exhibit at least moderate anxiety (score 9 or higher) on the Corah's Dental Anxiety Scale-Revised (DAS-R), and be generally healthy. Individuals were excluded from participation if they presented with severe dental calculus, periodontal disease, or dental caries, were taking psychotropic drugs, had a history of convulsive disorders, vertigo, or equilibrium disorders, or required antibiotic pre-medication. Subjects received a full mouth oral prophylaxis (supra- and subgingival scaling and selective polishing) by a single experienced dental hygienist. A split mouth design was utilized whereby each subject served as their own control. Subjects were randomly divided into 2 groups: Group A used IV eyewear during the first one-half of the appointment (right side of the mouth) and Group B used IV eyewear during the second one-half of the appointment (left side of the mouth). At screening, medical and dental histories were obtained, full mouth oral examinations were performed, and DAS-R was scored to determine eligibility. At baseline, the DAS-R was re-scored to validate anxiety levels. The Calmness Scale was scored pre- and post-IV treatment on a Likert scale ranging from 1 (very calm) to 7 (less calm). At the end of the study, subjects completed a Post IV Opinion survey. Data were entered into Microsoft Excel for Mac 2011 (Microsoft Corporation Version 14.3.5) and analyzed using SAS® 9.3 statistical software. Thirty subjects with a mean age of 29.9 years completed the study. Data analysis indicated no statistically significant difference between Group A and B with regard to mean DAS-R anxiety levels at baseline (3.15 and 2.40, respectively), with a p-value of 0.07. Data showed a significant
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
Al-Oraiqat, Anas M.; Bashkov, Evgeniy A.; Zori, Sergii A.
The need for real time image generation of landscapes arises in various fields as part of tasks solved by virtual and augmented reality systems, as well as geographic information systems. Such systems provide opportunities for collecting, storing, analyzing and graphically visualizing geographic data. Algorithmic and hardware software tools for increasing the realism and efficiency of the environment visualization in 3D visualization systems are proposed. This paper discusses a modified path tracing algorithm with a two-level hierarchy of bounding volumes and finding intersections with Axis-Aligned Bounding Box. The proposed algorithm eliminates the branching and hence makes the algorithm more suitable to be implemented on the multi-threaded CPU and GPU. A modified ROAM algorithm is used to solve the qualitative visualization of reliefs' problems and landscapes. The algorithm is implemented on parallel systems—cluster and Compute Unified Device Architecture-networks. Results show that the implementation on MPI clusters is more efficient than Graphics Processing Unit/Graphics Processing Clusters and allows real-time synthesis. The organization and algorithms of the parallel GPU system for the 3D pseudo stereo image/video synthesis are proposed. With realizing possibility analysis on a parallel GPU-architecture of each stage, 3D pseudo stereo synthesis is performed. An experimental prototype of a specialized hardware-software system 3D pseudo stereo imaging and video was developed on the CPU/GPU. The experimental results show that the proposed adaptation of 3D pseudo stereo imaging to the architecture of GPU-systems is efficient. Also it accelerates the computational procedures of 3D pseudo-stereo synthesis for the anaglyph and anamorphic formats of the 3D stereo frame without performing optimization procedures. The acceleration is on average 11 and 54 times for test GPUs.
Schulze, Jürgen P.; Hughes, Cathleen E.; Zhang, Lelin; Edelstein, Eve; Macagno, Eduardo
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.
Ahn, Sun Joo Grace
In immersive virtual environments (IVEs), users may observe negative consequences of a risky health behavior in a personally involving way via digital simulations. In the context of an ongoing health promotion campaign, IVEs coupled with pamphlets are proposed as a novel messaging strategy to heighten personal relevance and involvement with the issue of soft-drink consumption and obesity, as well as perceptions that the risk is proximal and imminent. The framework of construal level theory guided the design of a 2 (tailoring: other vs. self) × 2 (medium: pamphlet only vs. pamphlet with IVEs) between-subjects experiment to test the efficacy in reducing the consumption of soft drinks over 1 week. Immediately following exposure, tailoring the message to the self (vs. other) seemed to be effective in reducing intentions to consume soft drinks. The effect of tailoring dissipated after 1 week, and measures of actual soft-drink consumption 1 week following experimental treatments demonstrated that coupling IVEs with the pamphlet was more effective. Behavioral intention was a significant predictor of actual behavior, but underlying mechanisms driving intentions and actual behavior were distinct. Results prescribed a messaging strategy that incorporates both tailoring and coupling IVEs with traditional media to increase behavioral changes over time.
Zhang, Dazheng; Gao, Xiuhua; Su, Guanqiao; Du, Linxiu; Liu, Zhenguang; Hu, Jun
The corrosion behavior of low-C medium-Mn steel in simulated marine immersion and splash zone environment was studied by static immersion corrosion experiment and wet-dry cyclic corrosion experiment, respectively. Corrosion rate, corrosion products, surface morphology, cross-sectional morphology, elemental distribution, potentiodynamic polarization curves and electrochemical impedance spectra were used to elucidate the corrosion behavior of low-C medium-Mn steel. The results show that corrosion rate in immersion zone is much less than that in splash zone owing to its relatively mild environment. Manganese compounds are detected in the corrosion products and only appeared in splash zone environment, which can deteriorate the protective effect of rust layer. With the extension of exposure time, corrosion products are gradually transformed into dense and thick corrosion rust from the loose and porous one in these two environments. But in splash zone environment, alloying elements of Mn appear significant enrichment in the rust layer, which decrease the corrosion resistance of the steel.
The effects of sign luminance on detection and recognition of traffic control devices is mediated through contrast with the immediate surround. Additionally, complex visual scenes are known to degrade visual performance with targets well above visual...
Carson, M.L.; Levine, L.O.
When asked what comes to mind when they think of ``controlling work`` in the office, people may respond with ``overbearing boss,`` ``no autonomy,`` or ``Theory X management.`` The idea of controlling work in white collar or administrative environments can have a negative connotation. However, office life is often chaotic and miserable precisely because the work processes are out of control, and managers must spend their time looking over people`s shoulders and fighting fires. While management styles and structures vary, the need for control of work processes does not. Workers in many environments are being reorganized into self-managed work teams. Thesemore » teams are expected to manage their own work through increased autonomy and empowerment. However, even empowered work teams must manage their work processes because of process variation. The amount of incoming jobs vary with both expected (seasonal) and unexpected demand. The mixture of job types vary over time, changing the need for certain skills or knowledge. And illness and turnover affect the availability of workers with needed skills and knowledge. Clearly, there is still a need to control work, whether the authority for controlling work is vested in one person or many. Visual control concepts provide simple, inexpensive, and flexible mechanisms for managing processes in work teams and continuous improvement administrative environments.« less
Azman, Aida Rasyidah; Mahat, Naji Arafat; Abdul Wahab, Roswanira; Abdul Razak, Fazira Ilyana; Hamzah, Hafezul Helmi
Waterways are popular locations for the disposition of criminal evidence because the recovery of latent fingerprints from such evidence is difficult. Currently, small particle reagent is a method often used to visualize latent fingerprints containing carcinogenic and hazardous compounds. This study proposes an eco-friendly, safranin-tinted Candida rugosa lipase (triacylglycerol ester hydrolysis EC 220.127.116.11) with functionalized carbon nanotubes (CRL-MWCNTS/GA/SAF) as an alternative reagent to the small particle reagent. The CRL-MWCNTS/GA/SAF reagent was compared with the small particle reagent to visualize groomed, full fingerprints deposited on stainless steel knives which were immersed in a natural outdoor pond for 30 days. The quality of visualized fingerprints using the new reagent was similar (modified-Centre for Applied Science and Technology grade: 4; p > 0.05) to small particle reagent, even after 15 days of immersion. Despite the slight decrease in quality of visualized fingerprints using the CRL-MWCNTS/GA/SAF on the last three immersion periods, the fingerprints remained forensically identifiable (modified-Centre for Applied Science and Technology grade: 3). The possible chemical interactions that enabled successful visualization is also discussed. Thus, this novel reagent may provide a relatively greener alternative for the visualization of latent fingerprints on immersed non-porous objects.
Navvab, Mojtaba; Bisegna, Fabio; Gugliermetti, Franco
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.
Spirkovska, Lilly; Lodha, Suresh K.
The two official sources for aviation weather reports both provide weather information to a pilot in a textual format. A number of systems have recently become available to help pilots with the visualization task by providing much of the data graphically. However, two types of aviation weather data are still not being presented graphically. These are airport-specific current weather reports (known as meteorological observations, or METARs) and forecast weather reports (known as terminal area forecasts, or TAFs). Our system, Aviation Weather Environment (AWE), presents intuitive graphical displays for both METARs and TAFs, as well as winds aloft forecasts. We start with a computer-generated textual aviation weather briefing. We map this briefing onto a cartographic grid specific to the pilot's area of interest. The pilot is able to obtain aviation-specific weather for the entire area or for his specific route. The route, altitude, true airspeed, and proposed departure time can each be modified in AWE. Integral visual display of these three elements of weather reports makes AWE a useful planning tool, as well as a weather briefing tool.
Siriratsivawong, Kris; Kang, Jeff; Riffenburgh, Robert; Hoang, Tuan N
In the US military, it is common for health care teams to be formed ad hoc and expected to function cohesively as a unit. Poor team dynamics decreases the effectiveness of trauma care delivery. The US Navy Fleet Surgical Team Three has developed a simulation-based trauma initiative-the Shipboard Surgical Trauma Training (S2T2) Course-that emphasizes team dynamics to improve the delivery of trauma care to the severely injured patient. The S2T2 Course combines classroom didactics with hands-on simulation over a period of 6 days, culminating in a daylong, mass casualty scenario. Each resuscitation team was initially evaluated with a simulated trauma resuscitation scenario then retested on the same scenario after completing the course. A written exam was also administered individually both before and after the course. A survey was administered to assess the participants' perceived effectiveness of the course on overall team training. From the evaluation of 20 resuscitation teams made up of 123 medical personnel, there was a decrease in the mean time needed to perform the simulated trauma resuscitation, from a mean of 24.4 minutes to 13.5 minutes (P < .01), a decrease in the mean number of critical events missed, from 5.15 to 1.00 (P < .01), and a mean improvement of 41% in written test scores. More than 90% of participants rated the course as highly effective for improving team dynamics. A team-based trauma course with immersion in a realistic environment is an effective tool for improving team performance in trauma training. This approach has high potential to improve trauma care and patient outcomes. The benefits of this team-based course can be adapted to the civilian rural sector, where gaps have been identified in trauma care. Published by Elsevier Inc.
Kalivarapu, Vijay K.; Serrate, Ciro; Hadimani, Ravi L.
Transcranial Magnetic Stimulation (TMS) is a non-invasive procedure that uses time varying short pulses of magnetic fields to stimulate nerve cells in the brain. In this method, a magnetic field generator ("TMS coil") produces small electric fields in the region of the brain via electromagnetic induction. This technique can be used to excite or inhibit firing of neurons, which can then be used for treatment of various neurological disorders such as Parkinson's disease, stroke, migraine, and depression. It is however challenging to focus the induced electric field from TMS coils to smaller regions of the brain. Since electric and magnetic fields are governed by laws of electromagnetism, it is possible to numerically simulate and visualize these fields to accurately determine the site of maximum stimulation and also to develop TMS coils that can focus the fields on the targeted regions. However, current software to compute and visualize these fields are not real-time and can work for only one position/orientation of TMS coil, severely limiting their usage. This paper describes the development of an application that computes magnetic flux densities (h-fields) and visualizes their distribution for different TMS coil position/orientations in real-time using GPU shaders. The application is developed for desktop, commodity VR (HTC Vive), and fully immersive VR CAVETM systems, for use by researchers, scientists, and medical professionals to quickly and effectively view the distribution of h-fields from MRI brain scans.
Hartman, Frank R.; Cooper, Brian; Maxwell, Scott; Wright, John; Yen, Jeng
The Rover Sequencing and Visualization Program (RSVP) is a suite of tools for sequencing of planetary rovers, which are subject to significant light time delay and thus are unsuitable for teleoperation.
Yu, K. C.; Raynolds, R. G.; Dechesne, M.
New visualization technologies, from ArcGIS to Google Earth, have allowed for the integration of complex, disparate data sets to produce visually rich and compelling three-dimensional models of sub-surface and surface resource distribution patterns. The rendering of these models allows the public to quickly understand complicated geospatial relationships that would otherwise take much longer to explain using traditional media. We have impacted the community through topical policy presentations at both state and city levels, adult education classes at the Denver Museum of Nature and Science (DMNS), and public lectures at DMNS. We have constructed three-dimensional models from well data and surface observations which allow policy makers to better understand the distribution of groundwater in sandstone aquifers of the Denver Basin. Our presentations to local governments in the Denver metro area have allowed resource managers to better project future ground water depletion patterns, and to encourage development of alternative sources. DMNS adult education classes on water resources, geography, and regional geology, as well as public lectures on global issues such as earthquakes, tsunamis, and resource depletion, have utilized the visualizations developed from these research models. In addition to presenting GIS models in traditional lectures, we have also made use of the immersive display capabilities of the digital "fulldome" Gates Planetarium at DMNS. The real-time Uniview visualization application installed at Gates was designed for teaching astronomy, but it can be re-purposed for displaying our model datasets in the context of the Earth's surface. The 17-meter diameter dome of the Gates Planetarium allows an audience to have an immersive experience---similar to virtual reality CAVEs employed by the oil exploration industry---that would otherwise not be available to the general public. Public lectures in the dome allow audiences of over 100 people to comprehend
Babrauckas, Theresa L.
A new visualization environment, pV3-Gold, can be used during and after a computer simulation to extract and visualize the physical features in the results. This environment, which is an extension of the pV3 visualization environment developed at the Massachusetts Institute of Technology with guidance and support by researchers at the NASA Lewis Research Center, features many tools that allow users to display data in various ways.
Kim, Aram; Darakjian, Nora; Finley, James M
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.
Bach, Benjamin; Sicat, Ronell; Beyer, Johanna; Cordeil, Maxime; Pfister, Hanspeter
We report on a controlled user study comparing three visualization environments for common 3D exploration. Our environments differ in how they exploit natural human perception and interaction capabilities. We compare an augmented-reality head-mounted display (Microsoft HoloLens), a handheld tablet, and a desktop setup. The novel head-mounted HoloLens display projects stereoscopic images of virtual content into a user's real world and allows for interaction in-situ at the spatial position of the 3D hologram. The tablet is able to interact with 3D content through touch, spatial positioning, and tangible markers, however, 3D content is still presented on a 2D surface. Our hypothesis is that visualization environments that match human perceptual and interaction capabilities better to the task at hand improve understanding of 3D visualizations. To better understand the space of display and interaction modalities in visualization environments, we first propose a classification based on three dimensions: perception, interaction, and the spatial and cognitive proximity of the two. Each technique in our study is located at a different position along these three dimensions. We asked 15 participants to perform four tasks, each task having different levels of difficulty for both spatial perception and degrees of freedom for interaction. Our results show that each of the tested environments is more effective for certain tasks, but that generally the desktop environment is still fastest and most precise in almost all cases.
Ellis, S. R.; Adelstein, B. D.; Baumeler, S.; Jense, G. J.; Jacoby, R. H.; Trejo, Leonard (Technical Monitor)
Several common defects that we have sought to minimize in immersing virtual environments are: static sensor spatial distortion, visual latency, and low update rates. Human performance within our environments during large amplitude 3D tracking was assessed by objective and subjective methods in the presence and absence of these defects. Results show that 1) removal of our relatively small spatial sensor distortion had minor effects on the tracking activity, 2) an Adapted Cooper-Harper controllability scale proved the most sensitive subjective indicator of the degradation of dynamic fidelity caused by increasing latency and decreasing frame rates, and 3) performance, as measured by normalized RMS tracking error or subjective impressions, was more markedly influenced by changing visual latency than by update rate.
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…
Code, Jillianne; Clarke-Midura, Jody; Zap, Nick; Dede, Chris
Determining the effectiveness of any educational technology depends upon teachers' and learners' perception of the functional utility of that tool for teaching, learning, and assessment. The Virtual Performance project at Harvard University is developing and studying the feasibility of using immersive technology to develop performance…
White, Shelley K.; Nitkin, Mindell Reiss
The Simmons World Challenge is a unique, interdisciplinary program recently developed at Simmons College. It immerses students in an intensive winter-session course that challenges them to tackle a pressing social issue, such as poverty or hunger, and create actionable solutions to the problem. The program was conceived and designed to harness the…
Aguilera, Julieta C.
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.
Gusarova, N. F.; Demin, A. V.; Polshchikov, G. V.
A visual-environment simulator is proposed in which the image contrast can be varied continuously up to the reversal of the image. Contrast variability can be achieved by using two independently adjustable light sources to simultaneously illuminate the carrier of visual information (e.g., a slide or a cinematographic film). It is shown that such a scheme makes it possible to adequately model a complex visual environment.
Engelke, Wito; Flatken, Markus; Garcia, Arturo S.; Bar, Christian; Gerndt, Andreas
1 INTRODUCTION The three year European research project CROSS DRIVE (Collaborative Rover Operations and Planetary Science Analysis System based on Distributed Remote and Interactive Virtual Environments) started in January 2014. The research and development within this project is motivated by three use case studies: landing site characterization, atmospheric science and rover target selection . Currently the implementation for the second use case is in its final phase . Here, the requirements were generated based on the domain experts input and lead to development and integration of appropriate methods for visualization and analysis of atmospheric data. The methods range from volume rendering, interactive slicing, iso-surface techniques to interactive probing. All visualization methods are integrated in DLR's Terrain Rendering application. With this, the high resolution surface data visualization can be enriched with additional methods appropriate for atmospheric data sets. This results in an integrated virtual environment where the scientist has the possibility to interactively explore his data sets directly within the correct context. The data sets include volumetric data of the martian atmosphere, precomputed two dimensional maps and vertical profiles. In most cases the surface data as well as the atmospheric data has global coverage and is of time dependent nature. Furthermore, all interaction is synchronized between different connected application instances, allowing for collaborative sessions between distant experts. 2 VISUALIZATION TECHNIQUES Also the application is currently used for visualization of data sets related to Mars the techniques can be used for other data sets as well. Currently the prototype is capable of handling 2 and 2.5D surface data as well as 4D atmospheric data. Specifically, the surface data is presented using an LoD approach which is based on the HEALPix tessellation of a sphere [3, 4, 5] and can handle data sets in the order of
Sharma, Greeshma; Kaushal, Yash; Chandra, Sushil; Singh, Vijander; Mittal, Alok P.; Dutt, Varun
Spatial navigation is influenced by landmarks, which are prominent visual features in the environment. Although previous research has focused on finding advantages of landmarks on wayfinding via experimentation; however, less attention has been given to identifying the key attributes of landmarks that facilitate wayfinding, including the study of neural correlates (involving electroencephalogram, EEG analyses). In this paper, we combine behavioral measures, virtual environment, and EEG signal-processing to provide a holistic investigation about the influence of landmarks on performance during navigation in a maze-like environment. In an experiment, participants were randomly divided into two conditions, Landmark-enriched (LM+; N = 17) and Landmark-devoid (LM-; N = 18), and asked to navigate from an initial location to a goal location in a maze. In the LM+ condition, there were landmarks placed at certain locations, which participants could use for wayfinding in the maze. However, in the LM- condition, such landmarks were not present. Beyond behavioral analyses of data, analyses were carried out of the EEG data collected using a 64-channel device. Results revealed that participants took less time and committed fewer errors in navigating the maze in the LM+ condition compared to the LM- condition. EEG analyses of the data revealed that the left-hemispheric activation was more prominent in the LM+ condition compared to the LM- condition. The event-related desynchronization/synchronization (ERD/ERS) of the theta frequency band, revealed activation in the left posterior inferior and superior regions in the LM+ condition compared to the LM- condition, suggesting an occurrence of an object-location binding in the LM+ condition along with spatial transformation between representations. Moreover, directed transfer function method, which measures information flow between two regions, showed a higher number of active channels in the LM- condition compared to the LM+ condition
Brunhart-Lupo, Nicholas J; Bush, Brian W; Gruchalla, Kenny M
We present a visualization-driven simulation system that tightly couples systems dynamics simulations with an immersive virtual environment to allow analysts to rapidly develop and test hypotheses in a high-dimensional parameter space. To accomplish this, we generalize the two-dimensional parallel-coordinates statistical graphic as an immersive 'parallel-planes' visualization for multivariate time series emitted by simulations running in parallel with the visualization. In contrast to traditional parallel coordinate's mapping the multivariate dimensions onto coordinate axes represented by a series of parallel lines, we map pairs of the multivariate dimensions onto a series of parallel rectangles. As in the case of parallel coordinates, eachmore » individual observation in the dataset is mapped to a polyline whose vertices coincide with its coordinate values. Regions of the rectangles can be 'brushed' to highlight and select observations of interest: a 'slider' control allows the user to filter the observations by their time coordinate. In an immersive virtual environment, users interact with the parallel planes using a joystick that can select regions on the planes, manipulate selection, and filter time. The brushing and selection actions are used to both explore existing data as well as to launch additional simulations corresponding to the visually selected portions of the input parameter space. As soon as the new simulations complete, their resulting observations are displayed in the virtual environment. This tight feedback loop between simulation and immersive analytics accelerates users' realization of insights about the simulation and its output.« less
Brunhart-Lupo, Nicholas; Bush, Brian W.; Gruchalla, Kenny
We present a visualization-driven simulation system that tightly couples systems dynamics simulations with an immersive virtual environment to allow analysts to rapidly develop and test hypotheses in a high-dimensional parameter space. To accomplish this, we generalize the two-dimensional parallel-coordinates statistical graphic as an immersive 'parallel-planes' visualization for multivariate time series emitted by simulations running in parallel with the visualization. In contrast to traditional parallel coordinate's mapping the multivariate dimensions onto coordinate axes represented by a series of parallel lines, we map pairs of the multivariate dimensions onto a series of parallel rectangles. As in the case of parallel coordinates, eachmore » individual observation in the dataset is mapped to a polyline whose vertices coincide with its coordinate values. Regions of the rectangles can be 'brushed' to highlight and select observations of interest: a 'slider' control allows the user to filter the observations by their time coordinate. In an immersive virtual environment, users interact with the parallel planes using a joystick that can select regions on the planes, manipulate selection, and filter time. The brushing and selection actions are used to both explore existing data as well as to launch additional simulations corresponding to the visually selected portions of the input parameter space. As soon as the new simulations complete, their resulting observations are displayed in the virtual environment. This tight feedback loop between simulation and immersive analytics accelerates users' realization of insights about the simulation and its output.« less
Schonlau, William J.
An immersive viewing engine providing basic telepresence functionality for a variety of application types is presented. Augmented reality, teleoperation and virtual reality applications all benefit from the use of head mounted display devices that present imagery appropriate to the user's head orientation at full frame rates. Our primary application is the viewing of remote environments, as with a camera equipped teleoperated vehicle. The conventional approach where imagery from a narrow field camera onboard the vehicle is presented to the user on a small rectangular screen is contrasted with an immersive viewing system where a cylindrical or spherical format image is received from a panoramic camera on the vehicle, resampled in response to sensed user head orientation and presented via wide field eyewear display, approaching 180 degrees of horizontal field. Of primary interest is the user's enhanced ability to perceive and understand image content, even when image resolution parameters are poor, due to the innate visual integration and 3-D model generation capabilities of the human visual system. A mathematical model for tracking user head position and resampling the panoramic image to attain distortion free viewing of the region appropriate to the user's current head pose is presented and consideration is given to providing the user with stereo viewing generated from depth map information derived using stereo from motion algorithms.
Bottomley, Steven; Chandler, David; Morgan, Eleanor; Helmerhorst, Erik
A new computer-based molecular visualization tool has been developed for teaching, and learning, molecular structure. This java-based jmol Amalgamated Molecular Visualization Learning Environment (jAMVLE) is platform-independent, integrated, and interactive. It has an overall graphical user interface that is intuitive and easy to use. The…
Youngstrom, Isaac A.; Strowbridge, Ben W.
Because many different sensory modalities contribute to spatial learning in rodents, it has been difficult to determine whether spatial navigation can be guided solely by visual cues. Rodents moving within physical environments with visual cues engage a variety of nonvisual sensory systems that cannot be easily inhibited without lesioning brain…
Keshner, E A; Kenyon, R V
We examined the effect of a 3-dimensional stereoscopic scene on segmental stabilization. Eight subjects participated in static sway and locomotion experiments with a visual scene that moved sinusoidally or at constant velocity about the pitch or roll axes. Segmental displacements, Fast Fourier Transforms, and Root Mean Square values were calculated. In both pitch and roll, subjects exhibited greater magnitudes of motion in head and trunk than ankle. Smaller amplitudes and frequent phase reversals suggested control of the ankle by segmental proprioceptive inputs and ground reaction forces rather than by the visual-vestibular signals. Postural controllers may set limits of motion at each body segment rather than be governed solely by a perception of the visual vertical. Two locomotor strategies were also exhibited, implying that some subjects could override the effect of the roll axis optic flow field. Our results demonstrate task dependent differences that argue against using static postural responses to moving visual fields when assessing more dynamic tasks.
Encarnação, L Miguel; Bimber, Oliver
Collaborative virtual environments for diagnosis and treatment planning are increasingly gaining importance in our global society. Virtual and Augmented Reality approaches promised to provide valuable means for the involved interactive data analysis, but the underlying technologies still create a cumbersome work environment that is inadequate for clinical employment. This paper addresses two of the shortcomings of such technology: Intuitive interaction with multi-dimensional data in immersive and semi-immersive environments as well as stereoscopic multi-user displays combining the advantages of Virtual and Augmented Reality technology.
Bonner, Michael F.; Price, Amy Rose; Peelle, Jonathan E.; Grossman, Murray
Semantic representations capture the statistics of experience and store this information in memory. A fundamental component of this memory system is knowledge of the visual environment, including knowledge of objects and their associations. Visual semantic information underlies a range of behaviors, from perceptual categorization to cognitive processes such as language and reasoning. Here we examine the neuroanatomic system that encodes visual semantics. Across three experiments, we found converging evidence indicating that knowledge of verbally mediated visual concepts relies on information encoded in a region of the ventral-medial temporal lobe centered on parahippocampal cortex. In an fMRI study, this region was strongly engaged by the processing of concepts relying on visual knowledge but not by concepts relying on other sensory modalities. In a study of patients with the semantic variant of primary progressive aphasia (semantic dementia), atrophy that encompassed this region was associated with a specific impairment in verbally mediated visual semantic knowledge. Finally, in a structural study of healthy adults from the fMRI experiment, gray matter density in this region related to individual variability in the processing of visual concepts. The anatomic location of these findings aligns with recent work linking the ventral-medial temporal lobe with high-level visual representation, contextual associations, and reasoning through imagination. Together this work suggests a critical role for parahippocampal cortex in linking the visual environment with knowledge systems in the human brain. PMID:26679216
Bonner, Michael F; Price, Amy Rose; Peelle, Jonathan E; Grossman, Murray
Semantic representations capture the statistics of experience and store this information in memory. A fundamental component of this memory system is knowledge of the visual environment, including knowledge of objects and their associations. Visual semantic information underlies a range of behaviors, from perceptual categorization to cognitive processes such as language and reasoning. Here we examine the neuroanatomic system that encodes visual semantics. Across three experiments, we found converging evidence indicating that knowledge of verbally mediated visual concepts relies on information encoded in a region of the ventral-medial temporal lobe centered on parahippocampal cortex. In an fMRI study, this region was strongly engaged by the processing of concepts relying on visual knowledge but not by concepts relying on other sensory modalities. In a study of patients with the semantic variant of primary progressive aphasia (semantic dementia), atrophy that encompassed this region was associated with a specific impairment in verbally mediated visual semantic knowledge. Finally, in a structural study of healthy adults from the fMRI experiment, gray matter density in this region related to individual variability in the processing of visual concepts. The anatomic location of these findings aligns with recent work linking the ventral-medial temporal lobe with high-level visual representation, contextual associations, and reasoning through imagination. Together, this work suggests a critical role for parahippocampal cortex in linking the visual environment with knowledge systems in the human brain.
Youngstrom, Isaac A.; Strowbridge, Ben W.
Because many different sensory modalities contribute to spatial learning in rodents, it has been difficult to determine whether spatial navigation can be guided solely by visual cues. Rodents moving within physical environments with visual cues engage a variety of nonvisual sensory systems that cannot be easily inhibited without lesioning brain areas. Virtual reality offers a unique approach to ask whether visual landmark cues alone are sufficient to improve performance in a spatial task. We found that mice could learn to navigate between two water reward locations along a virtual bidirectional linear track using a spherical treadmill. Mice exposed to a virtual environment with vivid visual cues rendered on a single monitor increased their performance over a 3-d training regimen. Training significantly increased the percentage of time avatars controlled by the mice spent near reward locations in probe trials without water rewards. Neither improvement during training or spatial learning for reward locations occurred with mice operating a virtual environment without vivid landmarks or with mice deprived of all visual feedback. Mice operating the vivid environment developed stereotyped avatar turning behaviors when alternating between reward zones that were positively correlated with their performance on the probe trial. These results suggest that mice are able to learn to navigate to specific locations using only visual cues presented within a virtual environment rendered on a single computer monitor. PMID:22345484
Li, Chia-Ling; Aivar, M. Pilar; Kit, Dmitry M.; Tong, Matthew H.; Hayhoe, Mary M.
The role of memory in guiding attention allocation in daily behaviors is not well understood. In experiments with two-dimensional (2D) images, there is mixed evidence about the importance of memory. Because the stimulus context in laboratory experiments and daily behaviors differs extensively, we investigated the role of memory in visual search, in both two-dimensional (2D) and three-dimensional (3D) environments. A 3D immersive virtual apartment composed of two rooms was created, and a parallel 2D visual search experiment composed of snapshots from the 3D environment was developed. Eye movements were tracked in both experiments. Repeated searches for geometric objects were performed to assess the role of spatial memory. Subsequently, subjects searched for realistic context objects to test for incidental learning. Our results show that subjects learned the room-target associations in 3D but less so in 2D. Gaze was increasingly restricted to relevant regions of the room with experience in both settings. Search for local contextual objects, however, was not facilitated by early experience. Incidental fixations to context objects do not necessarily benefit search performance. Together, these results demonstrate that memory for global aspects of the environment guides search by restricting allocation of attention to likely regions, whereas task relevance determines what is learned from the active search experience. Behaviors in 2D and 3D environments are comparable, although there is greater use of memory in 3D. PMID:27299769
Zapf, Marc Patrick H.; Boon, Mei-Ying; Matteucci, Paul B.; Lovell, Nigel H.; Suaning, Gregg J.
Objective. The prospective efficacy of a future peripheral retinal prosthesis complementing residual vision to raise mobility performance in non-end stage retinitis pigmentosa (RP) was evaluated using simulated prosthetic vision (SPV). Approach. Normally sighted volunteers were fitted with a wide-angle head-mounted display and carried out mobility tasks in photorealistic virtual pedestrian scenarios. Circumvention of low-lying obstacles, path following, and navigating around static and moving pedestrians were performed either with central simulated residual vision of 10° alone or enhanced by assistive SPV in the lower and lateral peripheral visual field (VF). Three layouts of assistive vision corresponding to hypothetical electrode array layouts were compared, emphasizing higher visual acuity, a wider visual angle, or eccentricity-dependent acuity across an intermediate angle. Movement speed, task time, distance walked and collisions with the environment were analysed as performance measures. Main results. Circumvention of low-lying obstacles was improved with all tested configurations of assistive SPV. Higher-acuity assistive vision allowed for greatest improvement in walking speeds—14% above that of plain residual vision, while only wide-angle and eccentricity-dependent vision significantly reduced the number of collisions—both by 21%. Navigating around pedestrians, there were significant reductions in collisions with static pedestrians by 33% and task time by 7.7% with the higher-acuity layout. Following a path, higher-acuity assistive vision increased walking speed by 9%, and decreased collisions with stationary cars by 18%. Significance. The ability of assistive peripheral prosthetic vision to improve mobility performance in persons with constricted VFs has been demonstrated. In a prospective peripheral visual prosthesis, electrode array designs need to be carefully tailored to the scope of tasks in which a device aims to assist. We posit that maximum
Bullinger, A H; Roessler, A; Mueller-Spahn, F
Virtual Reality (VR) entered the mental health field some years ago. While the technology itself has been available for more than ten years now, there is still a certain amount of uncertainty among researchers and users as to whether VR will one day fulfill all it's promises. In this chapter we are giving an overview of the implementation of the technology in our mental health research facility in Basel, Switzerland. The development of two applications for use with claustrophobic and acrophobic patients perspectively serves just as an example within this context. Some may say, the chapter is too much based on technical considerations. Strictly speaking, VR is pure technology, even knowing that this special form of technology has sensory, psychological and even philosophical implications not known from other human computer interfaces so far. As far as we are concerned, the development of the technology for use within the mental health sector has merely just begun. As today's mostly used immersive output devices (Head-mounted Displays, shutter glasses) do not have a satisfactory resolution, do restrict movements and prevent multi-user-capabilities, there will be a soar of mental health applications the day some or at least the most important of these obstacles have been overcome.
Hodgson, Eric; Bachmann, Eric R; Vincent, David; Zmuda, Michael; Waller, David; Calusdian, James
We describe WeaVR, a computer simulation system that takes virtual reality technology beyond specialized laboratories and research sites and makes it available in any open space, such as a gymnasium or a public park. Novel hardware and software systems enable HMD-based immersive virtual reality simulations to be conducted in any arbitrary location, with no external infrastructure and little-to-no setup or site preparation. The ability of the WeaVR system to provide realistic motion-tracked navigation for users, to improve the study of large-scale navigation, and to generate usable behavioral data is shown in three demonstrations. First, participants navigated through a full-scale virtual grocery store while physically situated in an open grass field. Trajectory data are presented for both normal tracking and for tracking during the use of redirected walking that constrained users to a predefined area. Second, users followed a straight path within a virtual world for distances of up to 2 km while walking naturally and being redirected to stay within the field, demonstrating the ability of the system to study large-scale navigation by simulating virtual worlds that are potentially unlimited in extent. Finally, the portability and pedagogical implications of this system were demonstrated by taking it to a regional high school for live use by a computer science class on their own school campus.
In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is ‘being there’, often called ‘presence’, the qualia of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that they are not ‘there’ and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality. PMID:19884149
Kovacevic, Natasha; Ritter, Petra; Tays, William; Moreno, Sylvain; McIntosh, Anthony Randal
While human brains are specialized for complex and variable real world tasks, most neuroscience studies reduce environmental complexity, which limits the range of behaviours that can be explored. Motivated to overcome this limitation, we conducted a large-scale experiment with electroencephalography (EEG) based brain-computer interface (BCI) technology as part of an immersive multi-media science-art installation. Data from 523 participants were collected in a single night. The exploratory experiment was designed as a collective computer game where players manipulated mental states of relaxation and concentration with neurofeedback targeting modulation of relative spectral power in alpha and beta frequency ranges. Besides validating robust time-of-night effects, gender differences and distinct spectral power patterns for the two mental states, our results also show differences in neurofeedback learning outcome. The unusually large sample size allowed us to detect unprecedented speed of learning changes in the power spectrum (~ 1 min). Moreover, we found that participants' baseline brain activity predicted subsequent neurofeedback beta training, indicating state-dependent learning. Besides revealing these training effects, which are relevant for BCI applications, our results validate a novel platform engaging art and science and fostering the understanding of brains under natural conditions. PMID:26154513
Chang, Benjamin; Destefano, Marc
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.
McIntire, John P.; Havig, Paul R.; Watamaniuk, Scott N. J.; Gilkey, Robert H.
Previous research has repeatedly shown that people can find a visual target significantly faster if spatial (3D) auditory displays direct attention to the corresponding spatial location. However, previous research has only examined searches for static (non-moving) targets in static visual environments. Since motion has been shown to affect visual acuity, auditory acuity, and visual search performance, it is important to characterize aurally-aided search performance in environments that contain dynamic (moving) stimuli. In the present study, visual search performance in both static and dynamic environments is investigated with and without 3D auditory cues. Eight participants searched for a single visual target hidden among 15 distracting stimuli. In the baseline audio condition, no auditory cues were provided. In the 3D audio condition, a virtual 3D sound cue originated from the same spatial location as the target. In the static search condition, the target and distractors did not move. In the dynamic search condition, all stimuli moved on various trajectories at 10 deg/s. The results showed a clear benefit of 3D audio that was present in both static and dynamic environments, suggesting that spatial auditory displays continue to be an attractive option for a variety of aircraft, motor vehicle, and command & control applications.
Slater, Mel; Rovira, Aitor; Southern, Richard; Swapp, David; Zhang, Jian J; Campbell, Claire; Levine, Mark
Under what conditions will a bystander intervene to try to stop a violent attack by one person on another? It is generally believed that the greater the size of the crowd of bystanders, the less the chance that any of them will intervene. A complementary model is that social identity is critical as an explanatory variable. For example, when the bystander shares common social identity with the victim the probability of intervention is enhanced, other things being equal. However, it is generally not possible to study such hypotheses experimentally for practical and ethical reasons. Here we show that an experiment that depicts a violent incident at life-size in immersive virtual reality lends support to the social identity explanation. 40 male supporters of Arsenal Football Club in England were recruited for a two-factor between-groups experiment: the victim was either an Arsenal supporter or not (in-group/out-group), and looked towards the participant for help or not during the confrontation. The response variables were the numbers of verbal and physical interventions by the participant during the violent argument. The number of physical interventions had a significantly greater mean in the in-group condition compared to the out-group. The more that participants perceived that the Victim was looking to them for help the greater the number of interventions in the in-group but not in the out-group. These results are supported by standard statistical analysis of variance, with more detailed findings obtained by a symbolic regression procedure based on genetic programming. Verbal interventions made during their experience, and analysis of post-experiment interview data suggest that in-group members were more prone to confrontational intervention compared to the out-group who were more prone to make statements to try to diffuse the situation.
Slater, Mel; Rovira, Aitor; Southern, Richard; Swapp, David; Zhang, Jian J.; Campbell, Claire; Levine, Mark
Under what conditions will a bystander intervene to try to stop a violent attack by one person on another? It is generally believed that the greater the size of the crowd of bystanders, the less the chance that any of them will intervene. A complementary model is that social identity is critical as an explanatory variable. For example, when the bystander shares common social identity with the victim the probability of intervention is enhanced, other things being equal. However, it is generally not possible to study such hypotheses experimentally for practical and ethical reasons. Here we show that an experiment that depicts a violent incident at life-size in immersive virtual reality lends support to the social identity explanation. 40 male supporters of Arsenal Football Club in England were recruited for a two-factor between-groups experiment: the victim was either an Arsenal supporter or not (in-group/out-group), and looked towards the participant for help or not during the confrontation. The response variables were the numbers of verbal and physical interventions by the participant during the violent argument. The number of physical interventions had a significantly greater mean in the in-group condition compared to the out-group. The more that participants perceived that the Victim was looking to them for help the greater the number of interventions in the in-group but not in the out-group. These results are supported by standard statistical analysis of variance, with more detailed findings obtained by a symbolic regression procedure based on genetic programming. Verbal interventions made during their experience, and analysis of post-experiment interview data suggest that in-group members were more prone to confrontational intervention compared to the out-group who were more prone to make statements to try to diffuse the situation. PMID:23300991
Baird, Emily; Dacke, Marie
Although the visual flight control strategies of flying insects have evolved to cope with the complexity of the natural world, studies investigating this behaviour have typically been performed indoors using simplified two-dimensional artificial visual stimuli. How well do the results from these studies reflect the natural behaviour of flying insects considering the radical differences in contrast, spatial composition, colour and dimensionality between these visual environments? Here, we aim to answer this question by investigating the effect of three- and two-dimensional naturalistic and artificial scenes on bumblebee flight control in an outdoor setting and compare the results with those of similar experiments performed in an indoor setting. In particular, we focus on investigating the effect of axial (front-to-back) visual motion cues on ground speed and centring behaviour. Our results suggest that, in general, ground speed control and centring behaviour in bumblebees is not affected by whether the visual scene is two- or three dimensional, naturalistic or artificial, or whether the experiment is conducted indoors or outdoors. The only effect that we observe between naturalistic and artificial scenes on flight control is that when the visual scene is three-dimensional and the visual information on the floor is minimised, bumblebees fly further from the midline of the tunnel. The findings presented here have implications not only for understanding the mechanisms of visual flight control in bumblebees, but also for the results of past and future investigations into visually guided flight control in other insects.
mmersive Virtual Learning Environments (IVLEs) are extensively used in training, but few rigorous scienti c investigations regarding : the transfer of learning have been conducted. Measurement of learning transfer through evaluative methods is key...
Zanbaka, Catherine A; Lok, Benjamin C; Babu, Sabarish V; Ulinski, Amy C; Hodges, Larry F
We describe a between-subjects experiment that compared four different methods of travel and their effect on cognition and paths taken in an immersive virtual environment (IVE). Participants answered a set of questions based on Crook's condensation of Bloom's taxonomy that assessed their cognition of the IVE with respect to knowledge, understanding and application, and higher mental processes. Participants also drew a sketch map of the IVE and the objects within it. The users' sense of presence was measured using the Steed-Usoh-Slater Presence Questionnaire. The participants' position and head orientation were automatically logged during their exposure to the virtual environment. These logs were later used to create visualizations of the paths taken. Path analysis, such as exploring the overlaid path visualizations and dwell data information, revealed further differences among the travel techniques. Our results suggest that, for applications where problem solving and evaluation of information is important or where opportunity to train is minimal, then having a large tracked space so that the participant can walk around the virtual environment provides benefits over common virtual travel techniques.
Fritsche, Dennis R.; Liu, Victor; Markandey, Vishal; Heimbuch, Scott
New developments in visual communication technologies, and the increasingly digital nature of the industry infrastructure as a whole, are converging to enable new visual environments with an enhanced visual component in interaction, entertainment, and education. New applications and markets can be created, but this depends on the ability of the visual communications industry to provide market solutions that are cost effective and user friendly. Industry-wide cooperation in the development of integrated, open architecture applications enables the realization of such market solutions. This paper describes the work being done by Texas Instruments, in the development of its Digital Light ProcessingTM technology, to support the development of new visual communications technologies and applications.
Chang, Chia-Hsiu; Lu, Ming-Shih; Lin, Tsyr-En; Chen, Chung-Hey
This Taiwan study investigated the effect of a visual art-based friendly environment on nursing home residents' satisfaction with their living environment. A pre-experimental design was used. Thirty-three residents in a nursing home were recruited in a one-group pre- and post-test study. The four-floor living environment was integrated using visual art, reminiscence, and gardening based on the local culture and history. Each floor was given a different theme, one that was familiar to most of the residents on the floor. The Satisfaction with Living Environment at Nursing Home Scale (SLE-NHS) was developed to measure outcomes. Of the 33 participants recruited, 27 (81.8%) were women and 6 (18.2%) were men. Their mean age was 79.24 ± 7.40 years, and 48.5% were severely dependent in activities of daily living. The SLE-NHS showed adequate reliability and validity. Its three domains were generated and defined using factor analysis. After the visual art-based intervention, the score on the "recalling old memories" subscale was significantly higher (t = -13.32, p < .001). However, there were no significant score changes on the "convenience" and "pretty and pleasurable" subscales. In general, the participants were satisfied with the redesigned environment and felt happy in the sunny rooms. Visual art in a nursing home is a novel method for representing the local culture and stressing the spiritual value of the elderly residents who helped create it. Older adults' aesthetic activities through visual art, including reminiscence and local culture, may enrich their spirits in later life. Older adults' aesthetic activities through visual art have been shown to improve their satisfaction with their living environment. The SLE-NHS is a useful tool for evaluating their satisfaction. © 2013 Sigma Theta Tau International.
Steiner, Susan H.; Floyd, Evelyn; Hewett, Beverly J.; Lewis, Nicole C.; Walker, Eldon H.
A call for change in nursing education has been issued in order to prepare the nurse of the future in a changing health care delivery system with increasing complexity. The learning environment is changing, including the faculty role. Innovative research-based pedagogies are suggested as a way to challenge traditional nursing education. The…
Cameron, Ian; Crosthwaite, Caroline; Norton, Christine; Balliu, Nicoleta; Tadé, Moses; Hoadley, Andrew; Shallcross, David; Barton, Geoff
This work presents a unique education resource for both process engineering students and the industry workforce. The learning environment is based around spherical imagery of real operating plants coupled with interactive embedded activities and content. This Virtual Reality (VR) learning tool has been developed by applying aspects of relevant…
Gautam, Aakash; Williams, Daron; Terry, Krista; Robinson, Kelly; Newbill, Phyllis
As technologies continue to develop and evolve, it is imperative that instructional technologists, learning scientists, and educators involved with examining learning affordances of emerging technologies investigate the potential of innovative environments to promote and facilitate learning. This paper, as such, will describe a newly developed…
Code, Jillianne; Zap, Nick
The key to education reform lies in exploring alternative forms of assessment. Alternative performance assessments provide a more valid measure than multiple-choice tests of students' conceptual understanding and higher-level skills such as problem solving and inquiry. Advances in game-based and virtual environment technologies are creating new…
Buatois, Alexis; Pichot, Cécile; Schultheiss, Patrick; Sandoz, Jean-Christophe; Lazzari, Claudio R; Chittka, Lars; Avarguès-Weber, Aurore; Giurfa, Martin
Free-flying honeybees exhibit remarkable cognitive capacities but the neural underpinnings of these capacities cannot be studied in flying insects. Conversely, immobilized bees are accessible to neurobiological investigation but display poor visual learning. To overcome this limitation, we aimed at establishing a controlled visual environment in which tethered bees walking on a spherical treadmill learn to discriminate visual stimuli video projected in front of them. Freely flying bees trained to walk into a miniature Y-maze displaying these stimuli in a dark environment learned the visual discrimination efficiently when one of them (CS+) was paired with sucrose and the other with quinine solution (CS-). Adapting this discrimination to the treadmill paradigm with a tethered, walking bee was successful as bees exhibited robust discrimination and preferred the CS+ to the CS- after training. As learning was better in the maze, movement freedom, active vision and behavioral context might be important for visual learning. The nature of the punishment associated with the CS- also affects learning as quinine and distilled water enhanced the proportion of learners. Thus, visual learning is amenable to a controlled environment in which tethered bees learn visual stimuli, a result that is important for future neurobiological studies in virtual reality.
Burke, Geraldine; Cutter-Mackenzie, Amy
We describe an immersive investigation of children's contemporary picture books, which examines concepts of environment and place. The authors' experience occurred through and alongside a community of learners, of preservice teachers and young children, in an urban coastal community, as part of an undergraduate, pre-service teacher education unit.…
Wong, Chi Wah; Olafsson, Valur; Plank, Markus; Snider, Joseph; Halgren, Eric; Poizner, Howard; Liu, Thomas T.
In the real world, learning often proceeds in an unsupervised manner without explicit instructions or feedback. In this study, we employed an experimental paradigm in which subjects explored an immersive virtual reality environment on each of two days. On day 1, subjects implicitly learned the location of 39 objects in an unsupervised fashion. On day 2, the locations of some of the objects were changed, and object location recall performance was assessed and found to vary across subjects. As prior work had shown that functional magnetic resonance imaging (fMRI) measures of resting-state brain activity can predict various measures of brain performance across individuals, we examined whether resting-state fMRI measures could be used to predict object location recall performance. We found a significant correlation between performance and the variability of the resting-state fMRI signal in the basal ganglia, hippocampus, amygdala, thalamus, insula, and regions in the frontal and temporal lobes, regions important for spatial exploration, learning, memory, and decision making. In addition, performance was significantly correlated with resting-state fMRI connectivity between the left caudate and the right fusiform gyrus, lateral occipital complex, and superior temporal gyrus. Given the basal ganglia's role in exploration, these findings suggest that tighter integration of the brain systems responsible for exploration and visuospatial processing may be critical for learning in a complex environment. PMID:25286145
Leung, Allen; Chan, King Wah
This paper reports the case of a form six (grade 12) Hong Kong student's exploration of graph sketching in a computational environment. In particular, the student summarized his discovery in the form of two empirical laws. The student was interviewed and the interviewed data were used to map out a possible path of his visual reasoning. Critical…
Prabhu, A.; Fox, P. A.; Zhong, H.; Eleish, A.; Ma, X.; Zednik, S.; Morrison, S. M.; Moore, E. K.; Muscente, D.; Meyer, M.; Hazen, R. M.
Earth's living and non-living components have co-evolved for 4 billion years through numerous positive and negative feedbacks. Earth and life scientists have amassed vast amounts of data in diverse fields related to planetary evolution through deep time-mineralogy and petrology, paleobiology and paleontology, paleotectonics and paleomagnetism, geochemistry and geochrononology, genomics and proteomics, and more. Integrating the data from these complimentary disciplines is very useful in gaining an understanding of the evolution of our planet's environment. The integrated data however, represent many extremely complex environments. In order to gain insights and make discoveries using this data, it is important for us to model and visualize these complex environments. As part of work in understanding the "Co-Evolution of Geo and Biospheres using Data Driven Methodologies," we have developed several visualizations to help represent the information stored in the datasets from complimentary disciplines. These visualizations include 2D and 3D force directed Networks, Chord Diagrams, 3D Klee Diagrams. Evolving Network Diagrams, Skyline Diagrams and Tree Diagrams. Combining these visualizations with the results of machine learning and data analysis methods leads to a powerful way to discover patterns and relationships about the Earth's past and today's changing environment.
Calogiuri, Giovanna; Litleskare, Sigbjørn; Fagerheim, Kaia A.; Rydgren, Tore L.; Brambilla, Elena; Thurston, Miranda
By combining physical activity and exposure to nature, green exercise can provide additional health benefits compared to physical activity alone. Immersive Virtual Environments (IVE) have emerged as a potentially valuable supplement to environmental and behavioral research, and might also provide new approaches to green exercise promotion. However, it is unknown to what extent green exercise in IVE can provide psychophysiological responses similar to those experienced in real natural environments. In this study, 26 healthy adults underwent three experimental conditions: nature walk, sitting-IVE, and treadmill-IVE. The nature walk took place on a paved trail along a large river. In the IVE conditions, the participants wore a head-mounted display with headphones reproducing a 360° video and audio of the nature walk, either sitting on a chair or walking on a manually driven treadmill. Measurements included environmental perceptions (presence and perceived environmental restorativeness – PER), physical engagement (walking speed, heart rate, and perceived exertion), and affective responses (enjoyment and affect). Additionally, qualitative information was collected through open-ended questions. The participants rated the IVEs with satisfactory levels of ‘being there’ and ‘sense of reality,’ but also reported discomforts such as ‘flatness,’ ‘movement lag’ and ‘cyber sickness.’ With equivalent heart rate and walking speed, participants reported higher perceived exertion in the IVEs than in the nature walk. The nature walk was associated with high enjoyment and enhanced affect. However, despite equivalent ratings of PER in the nature walk and in the IVEs, the latter were perceived as less enjoyable and gave rise to a poorer affect. Presence and PER did not differ between the two IVEs, although in the treadmill-IVE the negative affective responses had slightly smaller magnitude than in the sitting-IVE. In both the IVEs, the negative affective responses
Ru, Xiangkun; Lu, Zhanpeng; Chen, Junjie; Han, Guangdong; Zhang, Jinlong; Hu, Pengfei; Liang, Xue
The iron content in Ni-Cr-xFe (x = 0-9 at.%) alloys strongly affected the properties of oxide films after 978 h of immersion in the simulated PWR primary water environment at 310 °C. Increasing the iron content in the alloys increased the amount of iron-bearing polyhedral spinel oxide particles in the outer oxide layer and increased the local oxidation penetrations into the alloy matrix from the chromium-rich inner oxide layer. The effects of iron content in the alloys on the oxide film properties after 500 h of immersion were less significant than those after 978 h. Iron content increased, and chromium content decreased, in the outer oxide layer with increasing iron content in the alloys. Increasing the immersion time facilitated the formation of the local oxidation penetrations along the matrix/film interface and the nickel-bearing spinel oxides in the outer oxide layer.
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
Nosek, Thomas M; Cohen, Mark; Matthews, Anne; Papp, Klara; Wolf, Nancy; Wrenn, Gregg; Sher, Andrew; Coulter, Kenneth; Martin, Jessica; Wiesner, Georgia L
We are creating an interactive, simulated "Cancer Genetics Tower" for the self-paced learning of Clinical Cancer Genetics by medical students (go to: http://casemed.case.edu/cancergenetics). The environment uses gaming theory to engage the students into achieving specific learning objectives. The first few levels contain virtual laboratories where students achieve the basic underpinnings of Cancer Genetics. The next levels apply these principles to clinical practice. A virtual attending physician and four virtual patients, available for questioning through virtual video conferencing, enrich each floor. The pinnacle clinical simulation challenges the learner to integrate all information and demonstrate mastery, thus "winning" the game. A pilot test of the program by 17 medical students yielded very favorable feedback; the students found the Tower a "great way to teach", it held their attention, and it made learning fun. A majority of the students preferred the Tower over other resources to learn Cancer Genetics.
Hansen, Margaret M
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.
Machet, Tania; Lowe, David; Gütl, Christian
This paper explores the hypothesis that embedding a laboratory activity into a virtual environment can provide a richer experimental context and hence improve the understanding of the relationship between a theoretical model and the real world, particularly in terms of the model's strengths and weaknesses. While an identified learning objective of laboratories is to support the understanding of the relationship between models and reality, the paper illustrates that this understanding is hindered by inherently limited experiments and that there is scope for improvement. Despite the contextualisation of learning activities having been shown to support learning objectives in many fields, there is traditionally little contextual information presented during laboratory experimentation. The paper argues that the enhancing laboratory activity with contextual information affords an opportunity to improve students' understanding of the relationship between the theoretical model and the experiment (which is effectively a proxy for the complex real world), thereby improving their understanding of the relationship between the model and reality. The authors propose that these improvements can be achieved by setting remote laboratories within context-rich virtual worlds.
Fernández, Julio A.; Brunini, Adrián
We simulate numerically the buildup of a comet reservoir around the early Sun assumed to be still immersed in the placental molecular gas that gave birth to it, and to be gravitationally bound to other young stars formed out of the same gas. We show that under certain reasonable assumptions about the early galactic environment of the Sun, an inner core of the Oort cloud of radius from a few 10 2 AU to a few 10 3 AU forms on a time scale of a few million year. Jupiter and Saturn are the main scatterers of matter to this inner core, though a significant fraction of the matter scattered by these two planets (perhaps more than 50%) might originally come from the accretion zones of Uranus and Neptune. If the formation process of the jovian planets left unaccreted an amount of solid material of the same order of their own planet masses (the rock-icy cores for the cases of Jupiter and Saturn), then a few M ⊕ of the scattered solid material might have been trapped in the Oort reservoir, most of it in the inner core.
Stanney, Kay M; Hale, Kelly S; Nahmens, Isabelina; Kennedy, Robert S
For those interested in using head-coupled PC-based immersive virtual environment (VE) technology to train, entertain, or inform, it is essential to understand the effects this technology has on its users. This study investigated potential adverse effects, including the sickness associated with exposure and extreme responses (emesis, flashbacks). Participants were exposed to a VE for 15 to 60 min, with either complete or streamlined navigational control and simple or complex scenes, after which time measures of sickness were obtained. More than 80% of participants experienced nausea, oculomotor disturbances, and/or disorientation, with disorientation potentially lasting > 24 hr. Of the participants, 12.9% prematurely ended their exposure because of adverse effects; of these, 9.2% experienced an emetic response, whereas only 1.2% of all participants experienced emesis. The results indicate that designers may be able to reduce these rates by limiting exposure duration and reducing the degrees of freedom of the user's navigational control. Results from gender, body mass, and past experience comparisons indicated it may be possible to identify those who will experience adverse effects attributable to exposure and warn such individuals. Applications for this research include military, entertainment, and any other interactive systems for which designers seek to avoid adverse effects associated with exposure.
Muthukrishnan, Thirumahal; Dobretsov, Sergey; De Stefano, Mario; Abed, Raeid M M; Kidd, Barry; Finnie, Alistair A
Little is known about the effect of commercial biocidal fouling control coatings on fouling diatom communities and their growth forms after long periods of exposure in the marine tropical environment. The current study investigated the abundance and composition of fouling diatom communities developed on 11 commercially available biocidal antifouling coatings, covering the three main technology types in recent historic use (Self-Polishing Copolymers, Self-Polishing Hybrid and Controlled Depletion Polymers) after one year of static immersion at two locations in Muscat, Oman (Marina Shangri La and Marina Bandar Rowdha). Light microscopy demonstrated that the total abundance of diatoms and the relative abundance of growth forms were significantly affected by the choice of biocidal antifouling coating and experimental location. Using scanning electron microscopy, a total of 21 diatom genera were identified which were grouped into adnate, motile, plocon and erect growth forms. The adnate growth forms, mainly the genera Amphora, Cocconeis and Mastogloia, dominated the other growth forms in terms of their relative abundance. Current results revealed the importance of exposure location and choice of biocidal antifouling coating on the relative abundance of diatom growth forms. Copyright © 2017 Elsevier Ltd. All rights reserved.
Pandya, R. E.; Domenico, B.; Murray, D.; Marlino, M. R.
The Visual Geophysical Exploration Environment (VGEE) is an online learning environment designed to help undergraduate students understand fundamental Earth system science concepts. The guiding principle of the VGEE is the importance of hands-on interaction with scientific visualization and data. The VGEE consists of four elements: 1) an online, inquiry-based curriculum for guiding student exploration; 2) a suite of El Nino-related data sets adapted for student use; 3) a learner-centered interface to a scientific visualization tool; and 4) a set of concept models (interactive tools that help students understand fundamental scientific concepts). There are two key innovations featured in this interactive poster session. One is the integration of concept models and the visualization tool. Concept models are simple, interactive, Java-based illustrations of fundamental physical principles. We developed eight concept models and integrated them into the visualization tool to enable students to probe data. The ability to probe data using a concept model addresses the common problem of transfer: the difficulty students have in applying theoretical knowledge to everyday phenomenon. The other innovation is a visualization environment and data that are discoverable in digital libraries, and installed, configured, and used for investigations over the web. By collaborating with the Integrated Data Viewer developers, we were able to embed a web-launchable visualization tool and access to distributed data sets into the online curricula. The Thematic Real-time Environmental Data Distributed Services (THREDDS) project is working to provide catalogs of datasets that can be used in new VGEE curricula under development. By cataloging this curricula in the Digital Library for Earth System Education (DLESE), learners and educators can discover the data and visualization tool within a framework that guides their use.
Bridge, Pete; Gunn, Therese; Kastanis, Lazaros; Pack, Darren; Rowntree, Pamela; Starkey, Debbie; Mahoney, Gaynor; Berry, Clare; Braithwaite, Vicki; Wilson-Stewart, Kelly
Introduction A novel realistic 3D virtual reality (VR) application has been developed to allow medical imaging students at Queensland University of Technology to practice radiographic techniques independently outside the usual radiography laboratory. Methods A flexible agile development methodology was used to create the software rapidly and effectively. A 3D gaming environment and realistic models were used to engender presence in the software while tutor-determined gold standards enabled students to compare their performance and learn in a problem-based learning pedagogy. Results Students reported high levels of satisfaction and perceived value and the software enabled up to 40 concurrent users to prepare for clinical practice. Student feedback also indicated that they found 3D to be of limited value in the desktop version compared to the usual 2D approach. A randomised comparison between groups receiving software-based and traditional practice measured performance in a formative role play with real equipment. The results of this work indicated superior performance with the equipment for the VR trained students (P = 0.0366) and confirmed the value of VR for enhancing 3D equipment-based problem-solving skills. Conclusions Students practising projection techniques virtually performed better at role play assessments than students practising in a traditional radiography laboratory only. The application particularly helped with 3D equipment configuration, suggesting that teaching 3D problem solving is an ideal use of such medical equipment simulators. Ongoing development work aims to establish the role of VR software in preparing students for clinical practice with a range of medical imaging equipment. PMID:26229652
Tomboulian, Sherryl; Crockett, Thomas W.; Middleton, David
The Navier-Stokes computer is a high-performance, reconfigurable, pipelined machine designed to solve large computational fluid dynamics problems. Due to the complexity of the architecture, development of effective, high-level language compilers for the system appears to be a very difficult task. Consequently, a visual programming methodology has been developed which allows users to program the system at an architectural level by constructing diagrams of the pipeline configuration. These schematic program representations can then be checked for validity and automatically translated into machine code. The visual environment is illustrated by using a prototype graphical editor to program an example problem.
Kessler, Paul D.; Killough, Brian D.; Gowda, Sanjay; Williams, Brian R.; Chander, Gyanesh; Qu, Min
Increasingly, data from multiple instruments are used to gain a more complete understanding of land surface processes at a variety of scales. Intercalibration, comparison, and coordination of satellite instrument coverage areas is a critical effort of space agencies and of international and domestic organizations. The Committee on Earth Observation Satellites Visualization Environment (COVE) is a suite of browser-based applications that leverage Google Earth to display past, present, and future satellite instrument coverage areas and coincident calibration opportunities. This forecasting and ground coverage analysis and visualization capability greatly benefits the remote sensing calibration community in preparation for multisatellite ground calibration campaigns or individual satellite calibration studies. COVE has been developed for use by a broad international community to improve the efficiency and efficacy of such calibration efforts. This paper provides a brief overview of the COVE tool, its validation, accuracies and limitations with emphasis on the applicability of this visualization tool for supporting ground field campaigns and intercalibration of satellite instruments.
Li, Dawei; Xu, Lihong; Tan, Chengxiang; Goodman, Erik D.; Fu, Daichang; Xin, Longjiao
This paper is concerned with the digitization and visualization of potted greenhouse tomato plants in indoor environments. For the digitization, an inexpensive and efficient commercial stereo sensor—a Microsoft Kinect—is used to separate visual information about tomato plants from background. Based on the Kinect, a 4-step approach that can automatically detect and segment stems of tomato plants is proposed, including acquisition and preprocessing of image data, detection of stem segments, removing false detections and automatic segmentation of stem segments. Correctly segmented texture samples including stems and leaves are then stored in a texture database for further usage. Two types of tomato plants—the cherry tomato variety and the ordinary variety are studied in this paper. The stem detection accuracy (under a simulated greenhouse environment) for the cherry tomato variety is 98.4% at a true positive rate of 78.0%, whereas the detection accuracy for the ordinary variety is 94.5% at a true positive of 72.5%. In visualization, we combine L-system theory and digitized tomato organ texture data to build realistic 3D virtual tomato plant models that are capable of exhibiting various structures and poses in real time. In particular, we also simulate the growth process on virtual tomato plants by exerting controls on two L-systems via parameters concerning the age and the form of lateral branches. This research may provide useful visual cues for improving intelligent greenhouse control systems and meanwhile may facilitate research on artificial organisms. PMID:25675284
Li, Dawei; Xu, Lihong; Tan, Chengxiang; Goodman, Erik D; Fu, Daichang; Xin, Longjiao
This paper is concerned with the digitization and visualization of potted greenhouse tomato plants in indoor environments. For the digitization, an inexpensive and efficient commercial stereo sensor-a Microsoft Kinect-is used to separate visual information about tomato plants from background. Based on the Kinect, a 4-step approach that can automatically detect and segment stems of tomato plants is proposed, including acquisition and preprocessing of image data, detection of stem segments, removing false detections and automatic segmentation of stem segments. Correctly segmented texture samples including stems and leaves are then stored in a texture database for further usage. Two types of tomato plants-the cherry tomato variety and the ordinary variety are studied in this paper. The stem detection accuracy (under a simulated greenhouse environment) for the cherry tomato variety is 98.4% at a true positive rate of 78.0%, whereas the detection accuracy for the ordinary variety is 94.5% at a true positive of 72.5%. In visualization, we combine L-system theory and digitized tomato organ texture data to build realistic 3D virtual tomato plant models that are capable of exhibiting various structures and poses in real time. In particular, we also simulate the growth process on virtual tomato plants by exerting controls on two L-systems via parameters concerning the age and the form of lateral branches. This research may provide useful visual cues for improving intelligent greenhouse control systems and meanwhile may facilitate research on artificial organisms.
Baumgartner, Dustin D.; Brown, Jeremy B.; Jacobs, Eddie L.; Schachter, Bruce J.
A number of image quality metrics (IQMs) and video quality metrics (VQMs) have been proposed in the literature for evaluating techniques and systems for mitigating degraded visual environments. Some require both pristine and corrupted imagery. Others require patterned target boards in the scene. None of these metrics relates well to the task of landing a helicopter in conditions such as a brownout dust cloud. We have developed and used a variety of IQMs and VQMs related to the pilot's ability to detect hazards in the scene and to maintain situational awareness. Some of these metrics can be made agnostic to sensor type. Not only are the metrics suitable for evaluating algorithm and sensor variation, they are also suitable for choosing the most cost effective solution to improve operating conditions in degraded visual environments.
Toet, Alexander; van Schaik, Martin G.
In the current study participants explored a desktop virtual environment (VE) representing a suburban neighborhood with signs of public disorder (neglect, vandalism, and crime), while being exposed to either room air (control group), or subliminal levels of tar (unpleasant; typically associated with burned or waste material) or freshly cut grass (pleasant; typically associated with natural or fresh material) ambient odor. They reported all signs of disorder they noticed during their walk together with their associated emotional response. Based on recent evidence that odors reflexively direct visual attention to (either semantically or affectively) congruent visual objects, we hypothesized that participants would notice more signs of disorder in the presence of ambient tar odor (since this odor may bias attention to unpleasant and negative features), and less signs of disorder in the presence of ambient grass odor (since this odor may bias visual attention toward the vegetation in the environment and away from the signs of disorder). Contrary to our expectations the results provide no indication that the presence of an ambient odor affected the participants’ visual attention for signs of disorder or their emotional response. However, the paradigm used in present study does not allow us to draw any conclusions in this respect. We conclude that a closer affective, semantic, or spatiotemporal link between the contents of a desktop VE and ambient scents may be required to effectively establish diagnostic associations that guide a user’s attention. In the absence of these direct links, ambient scent may be more diagnostic for the physical environment of the observer as a whole than for the particular items in that environment (or, in this case, items represented in the VE). PMID:24324453
Angeletaki, A.; Carrozzino, M.; Johansen, S.
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.
Long, Gregory; Kim, Han Suk; Marsden, Alison; Bazilevs, Yuri; Schulze, Jürgen P.
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.
Block, Jeremy N; Zielinski, David J; Chen, Vincent B; Davis, Ian W; Vinson, E Claire; Brady, Rachael; Richardson, Jane S; Richardson, David C
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
Oman, Charles M.
The goal of this project is to better understand the process of spatial orientation and navigation in unfamiliar gravito-inertial environments, and ultimately to use this new information to develop effective countermeasures against the orientation and navigation problems experienced by astronauts. How do we know our location, orientation, and motion of our body with respect to the external environment ? On earth, gravity provides a convenient "down" cue. Large body rotations normally occur only in a horizontal plane. In space, the gravitational down cue is absent. When astronauts roll or pitch upside down, they must recognize where things are around them by a process of mental rotation which involves three dimensions, rather than just one. While working in unfamiliar situations they occasionally misinterpret visual cues and experience striking "visual reorientation illusions" (VRIs), in which the walls, ceiling, and floors of the spacecraft exchange subjective identities. VRIs cause disorientation, reaching errors, trigger attacks of space motion sickness, and potentially complicate emergency escape. MIR crewmembers report that 3D relationships between modules - particularly those with different visual verticals - are difficult to visualize, and so navigating through the node that connects them is not instinctive. Crew members learn routes, but their apparent lack of survey knowledge is a concern should fire, power loss, or depressurization limit visibility. Anecdotally, experience in mockups, parabolic flight, neutral buoyancy and virtual reality (VR) simulators helps. However, no techniques have been developed to quantify individual differences in orientation and navigation abilities, or the effectiveness of preflight visual. orientation training. Our understanding of the underlying physiology - for example how our sense of place and orientation is neurally coded in three dimensions in the limbic system of the brain - is incomplete. During the 16 months that this
Hirose, Michitaka; Myoi, Takeshi; Amari, Haruo; Inamura, Kohei; Stark, Lawrence
Virtual environments for software visualization may enable complex programs to be created and maintained. A typical application might be for control of regional electric power systems. As these encompass broader computer networks than ever, construction of such systems becomes very difficult. Conventional text-oriented environments are useful in programming individual processors. However, they are obviously insufficient to program a large and complicated system, that includes large numbers of computers connected to each other; such programming is called 'programming in the large.' As a solution for this problem, the authors are developing a graphic programming environment wherein one can visualize complicated software in virtual 3D world. One of the major features of the environment is the 3D representation of concurrent process. 3D representation is used to supply both network-wide interprocess programming capability (capability for 'programming in the large') and real-time programming capability. The authors' idea is to fuse both the block diagram (which is useful to check relationship among large number of processes or processors) and the time chart (which is useful to check precise timing for synchronization) into a single 3D space. The 3D representation gives us a capability for direct and intuitive planning or understanding of complicated relationship among many concurrent processes. To realize the 3D representation, a technology to enable easy handling of virtual 3D object is a definite necessity. Using a stereo display system and a gesture input device (VPL DataGlove), our prototype of the virtual workstation has been implemented. The workstation can supply the 'sensation' of the virtual 3D space to a programmer. Software for the 3D programming environment is implemented on the workstation. According to preliminary assessments, a 50 percent reduction of programming effort is achieved by using the virtual 3D environment. The authors expect that the 3D
Çöltekin, A.; Lokka, I.; Zahner, M.
Whether and when should we show data in 3D is an on-going debate in communities conducting visualization research. A strong opposition exists in the information visualization (Infovis) community, and seemingly unnecessary/unwarranted use of 3D, e.g., in plots, bar or pie charts, is heavily criticized. The scientific visualization (Scivis) community, on the other hand, is more supportive of the use of 3D as it allows `seeing' invisible phenomena, or designing and printing things that are used in e.g., surgeries, educational settings etc. Geographic visualization (Geovis) stands between the Infovis and Scivis communities. In geographic information science, most visuo-spatial analyses have been sufficiently conducted in 2D or 2.5D, including analyses related to terrain and much of the urban phenomena. On the other hand, there has always been a strong interest in 3D, with similar motivations as in Scivis community. Among many types of 3D visualizations, a popular one that is exploited both for visual analysis and visualization is the highly realistic (geo)virtual environments. Such environments may be engaging and memorable for the viewers because they offer highly immersive experiences. However, it is not yet well-established if we should opt to show the data in 3D; and if yes, a) what type of 3D we should use, b) for what task types, and c) for whom. In this paper, we identify some of the central arguments for and against the use of 3D visualizations around these three considerations in a concise interdisciplinary literature review.
Aleva, Denise; Fitzhugh, Elisabeth; Dixon, Sharon
With the changing character of warfare, information superiority is a high priority. Given the complexity of current and future operating environments, analysts, strategists and planners need a multidimensional understanding of the battlespace. Asymmetric warfare necessitates that our strategists look beyond targets-based operations, where we simply identify and destroy enemy entities. Effects-based operations models the enemy as a system which reacts to our actions. This requires the capability to predict the adversary response to a selected action. Actions may be diplomatic, information, military or economic (DIME). Effects may be political, military, economic, social, information or infrastructure (PMESII). Timing must be explicitly considered and effects dynamically assessed. Visualizations of intelligence information are needed which will promote full understanding of all aspects of adversary strengths and weaknesses by providing the extensive data about adversary forces, organic essentials, infrastructure, leadership, population, and science and technology in an easily accessible and understandable format. This will enhance Effectsbased operations, and therefore, the capability to predict and counter adversary courses of action. This paper outlines a systems engineering approach to designing visualizations which convey the multidimensional information to decision makers. Visualization issues inherent in understanding the multidimensional operational environment will be discussed.
Emmart, Carter; Mac Low, M.; Oppenheimer, B. R.; Kinzler, R.; Paglione, T. A. D.; Abbott, B. P.
"Journey to the Stars" is the latest and fourth space show based on storytelling from data visualization at the Rose Center for Earth and Space at the American Museum of Natural History. This twenty five minute, full dome movie production presents to planetarium audiences what the stars are, where they come from, how they vary in type and over time, and why they are important to life of Earth. Over forty scientists from around the world contributed their research to what is visualized into roughly fifteen major scenes. How this production is directed into a consolidated immersive informal science experience with learning goals is an integrative process with many inputs and concerns for scientific accuracy. The goal is a seamless merger of visualizations at varying spatial and temporal scales with acuity toward depth perception, revealing unseen phenomena, and the layering of concepts together to build an understanding of stars; to blend our common experience of them in the sky with the uncommon meaning we have come to know through science. Scripted by Louise Gikow who has worked for Children's Television Workshop, narrated by Whoopie Goldberg, and musically scored by Robert Miller, this production strives to guide audiences through challenging scientific concepts by complimenting the natural beauty the subject matter presents with understandable prose and musical grandeur. "Journey to the Stars" was produced in cooperation with NASA's Science Mission Directorate, Heliophysics Division and is in release at major planetariums, worldwide.
Mystakidis, Stylianos; Berki, Eleni
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…
Huertas-Migueláñez, Mercedes; Mora, Daniel; Cano, Isaac; Maier, Dieter; Gomez-Cabrero, David; Lluch-Ariet, Magí; Miralles, Felip
Today, many different tools are developed to execute and visualize physiological models that represent the human physiology. Most of these tools run models written in very specific programming languages which in turn simplify the communication among models. Nevertheless, not all of these tools are able to run models written in different programming languages. In addition, interoperability between such models remains an unresolved issue. In this paper we present a simulation environment that allows, first, the execution of models developed in different programming languages and second the communication of parameters to interconnect these models. This simulation environment, developed within the Synergy-COPD project, aims at helping and supporting bio-researchers and medical students understand the internal mechanisms of the human body through the use of physiological models. This tool is composed of a graphical visualization environment, which is a web interface through which the user can interact with the models, and a simulation workflow management system composed of a control module and a data warehouse manager. The control module monitors the correct functioning of the whole system. The data warehouse manager is responsible for managing the stored information and supporting its flow among the different modules. It has been proved that the simulation environment presented here allows the user to research and study the internal mechanisms of the human physiology by the use of models via a graphical visualization environment. A new tool for bio-researchers is ready for deployment in various use cases scenarios.
Crutcher, R. M.; Plante, R. L.; Rajlich, P.
We present two new applications that engage the network as a tool for astronomical research and/or education. The first is a VRML server which allows users over the Web to interactively create three-dimensional visualizations of FITS images contained in the NCSA Astronomy Digital Image Library (ADIL). The server's Web interface allows users to select images from the ADIL, fill in processing parameters, and create renderings featuring isosurfaces, slices, contours, and annotations; the often extensive computations are carried out on an NCSA SGI supercomputer server without the user having an individual account on the system. The user can then download the 3D visualizations as VRML files, which may be rotated and manipulated locally on virtually any class of computer. The second application is the ADILBrowser, a part of the NCSA Horizon Image Data Browser Java package. ADILBrowser allows a group of participants to browse images from the ADIL within a collaborative session. The collaborative environment is provided by the NCSA Habanero package which includes text and audio chat tools and a white board. The ADILBrowser is just an example of a collaborative tool that can be built with the Horizon and Habanero packages. The classes provided by these packages can be assembled to create custom collaborative applications that visualize data either from local disk or from anywhere on the network.
Kessler, P.D.; Killough, B.D.; Gowda, S.; Williams, B.R.; Chander, G.; Qu, Min
Increasingly, data from multiple instruments are used to gain a more complete understanding of land surface processes at a variety of scales. Intercalibration, comparison, and coordination of satellite instrument coverage areas is a critical effort of international and domestic space agencies and organizations. The Committee on Earth Observation Satellites Visualization Environment (COVE) is a suite of browser-based applications that leverage Google Earth to display past, present, and future satellite instrument coverage areas and coincident calibration opportunities. This forecasting and ground coverage analysis and visualization capability greatly benefits the remote sensing calibration community in preparation for multisatellite ground calibration campaigns or individual satellite calibration studies. COVE has been developed for use by a broad international community to improve the efficiency and efficacy of such calibration planning efforts, whether those efforts require past, present, or future predictions. This paper provides a brief overview of the COVE tool, its validation, accuracies, and limitations with emphasis on the applicability of this visualization tool for supporting ground field campaigns and intercalibration of satellite instruments.
Pavlakos, C.J.; Schoof, L.A.; Mareda, J.F.
In this paper, we characterize a visualization environment that has been designed and prototyped for a large community of scientists and engineers, with an emphasis in superconducting-based computational mechanics. The proposed environment makes use of a visualization server concept to provide effective, interactive visualization to the user`s desktop. Benefits of using the visualization server approach are discussed. Some thoughts regarding desirable features for visualization server hardware architectures are also addressed. A brief discussion of the software environment is included. The paper concludes by summarizing certain observations which we have made regarding the implementation of such visualization environments.
Chanda, Pritam ; Zhang, Aidong ; Brazeau, Daniel ; Sucheston, Lara ; Freudenheim, Jo L. ; Ambrosone, Christine ; Ramanathan, Murali
The purpose of our work was to develop heuristics for visualizing and interpreting gene-environment interactions (GEIs) and to assess the dependence of candidate visualization metrics on biological and study-design factors. Two information-theoretic metrics, the k-way interaction information (KWII) and the total correlation information (TCI), were investigated. The effectiveness of the KWII and TCI to detect GEIs in a diverse range of simulated data sets and a Crohn disease data set was assessed. The sensitivity of the KWII and TCI spectra to biological and study-design variables was determined. Head-to-head comparisons with the relevance-chain, multifactor dimensionality reduction, and the pedigree disequilibrium test (PDT) methods were obtained. The KWII and TCI spectra, which are graphical summaries of the KWII and TCI for each subset of environmental and genotype variables, were found to detect each known GEI in the simulated data sets. The patterns in the KWII and TCI spectra were informative for factors such as case-control misassignment, locus heterogeneity, allele frequencies, and linkage disequilibrium. The KWII and TCI spectra were found to have excellent sensitivity for identifying the key disease-associated genetic variations in the Crohn disease data set. In head-to-head comparisons with the relevance-chain, multifactor dimensionality reduction, and PDT methods, the results from visual interpretation of the KWII and TCI spectra performed satisfactorily. The KWII and TCI are promising metrics for visualizing GEIs. They are capable of detecting interactions among numerous single-nucleotide polymorphisms and environmental variables for a diverse range of GEI models. PMID:17924337
Glowacki, David R; O'Connor, Michael; Calabró, Gaetano; Price, James; Tew, Philip; Mitchell, Thomas; Hyde, Joseph; Tew, David P; Coughtrie, David J; McIntosh-Smith, Simon
With advances in computational power, the rapidly growing role of computational/simulation methodologies in the physical sciences, and the development of new human-computer interaction technologies, the field of interactive molecular dynamics seems destined to expand. In this paper, we describe and benchmark the software algorithms and hardware setup for carrying out interactive molecular dynamics utilizing an array of consumer depth sensors. The system works by interpreting the human form as an energy landscape, and superimposing this landscape on a molecular dynamics simulation to chaperone the motion of the simulated atoms, affecting both graphics and sonified simulation data. GPU acceleration has been key to achieving our target of 60 frames per second (FPS), giving an extremely fluid interactive experience. GPU acceleration has also allowed us to scale the system for use in immersive 360° spaces with an array of up to ten depth sensors, allowing several users to simultaneously chaperone the dynamics. The flexibility of our platform for carrying out molecular dynamics simulations has been considerably enhanced by wrappers that facilitate fast communication with a portable selection of GPU-accelerated molecular force evaluation routines. In this paper, we describe a 360° atmospheric molecular dynamics simulation we have run in a chemistry/physics education context. We also describe initial tests in which users have been able to chaperone the dynamics of 10-alanine peptide embedded in an explicit water solvent. Using this system, both expert and novice users have been able to accelerate peptide rare event dynamics by 3-4 orders of magnitude.
Ai, Z; Dech, F; Rasmussen, M; Silverstein, J C
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
Background Today, many different tools are developed to execute and visualize physiological models that represent the human physiology. Most of these tools run models written in very specific programming languages which in turn simplify the communication among models. Nevertheless, not all of these tools are able to run models written in different programming languages. In addition, interoperability between such models remains an unresolved issue. Results In this paper we present a simulation environment that allows, first, the execution of models developed in different programming languages and second the communication of parameters to interconnect these models. This simulation environment, developed within the Synergy-COPD project, aims at helping and supporting bio-researchers and medical students understand the internal mechanisms of the human body through the use of physiological models. This tool is composed of a graphical visualization environment, which is a web interface through which the user can interact with the models, and a simulation workflow management system composed of a control module and a data warehouse manager. The control module monitors the correct functioning of the whole system. The data warehouse manager is responsible for managing the stored information and supporting its flow among the different modules. This simulation environment has been validated with the integration of three models: two deterministic, i.e. based on linear and differential equations, and one probabilistic, i.e., based on probability theory. These models have been selected based on the disease under study in this project, i.e., chronic obstructive pulmonary disease. Conclusion It has been proved that the simulation environment presented here allows the user to research and study the internal mechanisms of the human physiology by the use of models via a graphical visualization environment. A new tool for bio-researchers is ready for deployment in various use cases
Bortolussi, Michael R. (Compiler); Adelstein, B. D.; Gold, Miriam
Work was carried out on two topics of principal importance to current progress in virtual environment research at NASA Ames and elsewhere. The first topic was directed at maximizing the temporal dynamic response of visually presented Virtual Environments (VEs) through reorganization and optimization of system hardware and software. The final results of this portion of the work was a VE system in the Advanced Display and Spatial Perception Laboratory at NASA Ames capable of updating at 60 Hz (the maximum hardware refresh rate) with latencies approaching 30 msec. In the course of achieving this system performance, specialized hardware and software tools for measurement of VE latency and analytic models correlating update rate and latency for different system configurations were developed. The second area of activity was the preliminary development and analysis of a novel kinematic architecture for three Degree Of Freedom (DOF) haptic interfaces--devices that provide force feedback for manipulative interaction with virtual and remote environments. An invention disclosure was filed on this work and a patent application is being pursued by NASA Ames. Activities in these two areas are expanded upon below.
For a given GCR (Galactic Cosmic Ray) environment at Mars, particle flux of protons, alpha particles, and heavy ions, are also needed on the surface of Mars for future human exploration missions. For the past twelve months, the MARJE (Martian Radiation Environment Experiment) instrument onboard the 200J Mars Odyssey has been providing the radiation measurements from the Martian orbit. These measurements are well correlated with the HZETRN (High Z and Energy Transport) and QMSFRG (Quantum Multiple-Scattering theory of nuclear Fragmentation) model calculations. These model calculations during these specific GCR environment conditions are now extended and transported through the CO2 atmosphere onto the Martian surface. These calculated pa11icle flux distributions are presented as a function of the Martian topography making use of the MOLA (Mars Orbiter Laser Altimeter) data from the MGS (Mars Global Surveyor). Also, particle flux calculations are presented with visualization in the human body from skin depth to the internal organs including the blood-forming organs.
Bernal-Rusiel, Jorge L.; Rannou, Nicolas; Gollub, Randy L.; Pieper, Steve; Murphy, Shawn; Robertson, Richard; Grant, Patricia E.; Pienaar, Rudolph
Bernal-Rusiel, Jorge L; Rannou, Nicolas; Gollub, Randy L; Pieper, Steve; Murphy, Shawn; Robertson, Richard; Grant, Patricia E; Pienaar, Rudolph
Nunnerley, Joanne; Gupta, Swati; Snell, Deborah; King, Marcus
A user-centred design was used to develop and test the feasibility of an immersive 3D virtual reality wheelchair training tool for people with spinal cord injury (SCI). A Wheelchair Training System was designed and modelled using the Oculus Rift headset and a Dynamic Control wheelchair joystick. The system was tested by clinicians and expert wheelchair users with SCI. Data from focus groups and individual interviews were analysed using a general inductive approach to thematic analysis. Four themes emerged: Realistic System, which described the advantages of a realistic virtual environment; a Wheelchair Training System, which described participants' thoughts on the wheelchair training applications; Overcoming Resistance to Technology, the obstacles to introducing technology within the clinical setting; and Working outside the Rehabilitation Bubble which described the protective hospital environment. The Oculus Rift Wheelchair Training System has the potential to provide a virtual rehabilitation setting which could allow wheelchair users to learn valuable community wheelchair use in a safe environment. Nausea appears to be a side effect of the system, which will need to be resolved before this can be a viable clinical tool. Implications for Rehabilitation Immersive virtual reality shows promising benefit for wheelchair training in a rehabilitation setting. Early engagement with consumers can improve product development.
Dunn Foundation, Warwick, RI.
Recognizing that community growth and change are inevitable, Viewfinders' goals are as follows: to introduce students and teachers to the concept of the visual environment; enhance an understanding of the interrelationship between the built and natural environment; create an awareness that the visual environment affects the economy and quality of…
Philips, Andrea; Walz, Ariane; Bergner, Andreas; Graeff, Thomas; Heistermann, Maik; Kienzler, Sarah; Korup, Oliver; Lipp, Torsten; Schwanghart, Wolfgang; Zeilinger, Gerold
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
Farkas, Attila J.; Hajnal, Alen; Shiratuddin, Mohd F.; Szatmary, Gabriella
In this paper, we propose a novel approach of using interactive virtual environment technology in Vision Restoration Therapy caused by Traumatic Brain Injury. We called the new system Interactive Visuotactile Virtual Environment and it holds a promise of expanding the scope of already existing rehabilitation techniques. Traditional vision rehabilitation methods are based on passive psychophysical training procedures, and can last up to six months before any modest improvements can be seen in patients. A highly immersive and interactive virtual environment will allow the patient to practice everyday activities such as object identification and object manipulation through the use 3D motion sensoring handheld devices such data glove or the Nintendo Wiimote. Employing both perceptual and action components in the training procedures holds the promise of more efficient sensorimotor rehabilitation. Increased stimulation of visual and sensorimotor areas of the brain should facilitate a comprehensive recovery of visuomotor function by exploiting the plasticity of the central nervous system. Integrated with a motion tracking system and an eye tracking device, the interactive virtual environment allows for the creation and manipulation of a wide variety of stimuli, as well as real-time recording of hand-, eye- and body movements and coordination. The goal of the project is to design a cost-effective and efficient vision restoration system.
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
Brown, Cherylee M.; Packer, Tanya L.; Passmore, Anne
This study describes the classroom environment that students with visual impairment typically experience in regular Australian early education. Adequacy of the classroom environment (teacher training and experience, teacher support, parent involvement, adult involvement, inclusive attitude, individualization of the curriculum, physical…
EVE is a high-level visualization library using ROOT's data-processing, GUI and OpenGL interfaces. It is designed as a framework for object management offering hierarchical data organization, object interaction and visualization via GUI and OpenGL representations. Automatic creation of 2D projected views is also supported. On the other hand, it can serve as an event visualization toolkit satisfying most HEP requirements: visualization of geometry, simulated and reconstructed data such as hits, clusters, tracks and calorimeter information. Special classes are available for visualization of raw-data. Object-interaction layer allows for easy selection and highlighting of objects and their derived representations (projections) across several views (3D, Rho-Z, R-Phi). Object-specific tooltips are provided in both GUI and GL views. The visual-configuration layer of EVE is built around a data-base of template objects that can be applied to specific instances of visualization objects to ensure consistent object presentation. The data-base can be retrieved from a file, edited during the framework operation and stored to file. EVE prototype was developed within the ALICE collaboration and has been included into ROOT in December 2007. Since then all EVE components have reached maturity. EVE is used as the base of AliEve visualization framework in ALICE, Firework physics-oriented event-display in CMS, and as the visualization engine of FairRoot in FAIR.
Tieri, Gaetano; Gioia, Annamaria; Scandola, Michele; Pavone, Enea F; Aglioti, Salvatore M
To explore the link between Sense of Embodiment (SoE) over a virtual hand and physiological regulation of skin temperature, 24 healthy participants were immersed in virtual reality through a Head Mounted Display and had their real limb temperature recorded by means of a high-sensitivity infrared camera. Participants observed a virtual right upper limb (appearing either normally, or with the hand detached from the forearm) or limb-shaped non-corporeal control objects (continuous or discontinuous wooden blocks) from a first-person perspective. Subjective ratings of SoE were collected in each observation condition, as well as temperatures of the right and left hand, wrist and forearm. The observation of these complex, body and body-related virtual scenes resulted in increased real hand temperature when compared to a baseline condition in which a 3d virtual ball was presented. Crucially, observation of non-natural appearances of the virtual limb (discontinuous limb) and limb-shaped non-corporeal objects elicited high increase in real hand temperature and low SoE. In contrast, observation of the full virtual limb caused high SoE and low temperature changes in the real hand with respect to the other conditions. Interestingly, the temperature difference across the different conditions occurred according to a topographic rule that included both hands. Our study sheds new light on the role of an external hand's visual appearance and suggests a tight link between higher-order bodily self-representations and topographic regulation of skin temperature. © 2017 Federation of European Neuroscience Societies and John Wiley & Sons Ltd.
Ouellet, Émilie; Boller, Benjamin; Corriveau-Lecavalier, Nick; Cloutier, Simon; Belleville, Sylvie
Assessing and predicting memory performance in everyday life is a common assignment for neuropsychologists. However, most traditional neuropsychological tasks are not conceived to capture everyday memory performance. The Virtual Shop is a fully immersive task developed to assess memory in a more ecological way than traditional neuropsychological assessments. Two studies were undertaken to assess the feasibility of the Virtual Shop and to appraise its ecological and construct validity. In study 1, 20 younger and 19 older adults completed the Virtual Shop task to evaluate its level of difficulty and the way the participants interacted with the VR material. The construct validity was examined with the contrasted-group method, by comparing the performance of younger and older adults. In study 2, 35 individuals with subjective cognitive decline completed the Virtual Shop task. Performance was correlated with an existing questionnaire evaluating everyday memory in order to appraise its ecological validity. To add further support to its construct validity, performance was correlated with traditional episodic memory and executive tasks. All participants successfully completed the Virtual Shop. The task had an appropriate level of difficulty that helped differentiate younger and older adults, supporting the feasibility and construct validity of the task. The performance on the Virtual Shop was significantly and moderately correlated with the performance on the questionnaire and on the traditional memory and executive tasks. Results support the feasibility and both the ecological and construct validity of the Virtual Shop. Copyright © 2018 The Authors. Published by Elsevier B.V. All rights reserved.
Abramyan, Lucy; Norris, Jeffrey S.; Powell, Mark W.; Mittman, David S.; Shams, Khawaja S.
Panoramic images with a wide field of view intend to provide a better understanding of an environment by placing objects of the environment on one seamless image. However, understanding the sizes and relative positions of the objects in a panorama is not intuitive and prone to errors because the field of view is unnatural to human perception. Scientists are often faced with the difficult task of interpreting the sizes and relative positions of objects in an environment when viewing an image of the environment on computer monitors or prints. A panorama can display an object that appears to be to the right of the viewer when it is, in fact, behind the viewer. This misinterpretation can be very costly, especially when the environment is remote and/or only accessible by unmanned vehicles. A 270 cylindrical display has been developed that surrounds the viewer with carefully calibrated panoramic imagery that correctly engages their natural kinesthetic senses and provides a more accurate awareness of the environment. The cylindrical immersive display offers a more natural window to the environment than a standard cubic CAVE (Cave Automatic Virtual Environment), and the geometry allows multiple collocated users to simultaneously view data and share important decision-making tasks. A CAVE is an immersive virtual reality environment that allows one or more users to absorb themselves in a virtual environment. A common CAVE setup is a room-sized cube where the cube sides act as projection planes. By nature, all cubic CAVEs face a problem with edge matching at edges and corners of the display. Modern immersive displays have found ways to minimize seams by creating very tight edges, and rely on the user to ignore the seam. One significant deficiency of flat-walled CAVEs is that the sense of orientation and perspective within the scene is broken across adjacent walls. On any single wall, parallel lines properly converge at their vanishing point as they should, and the sense of
Andrews, T J; Coppola, D M
Eye position was recorded in different viewing conditions to assess whether the temporal and spatial characteristics of saccadic eye movements in different individuals are idiosyncratic. Our aim was to determine the degree to which oculomotor control is based on endogenous factors. A total of 15 naive subjects viewed five visual environments: (1) The absence of visual stimulation (i.e. a dark room); (2) a repetitive visual environment (i.e. simple textured patterns); (3) a complex natural scene; (4) a visual search task; and (5) reading text. Although differences in visual environment had significant effects on eye movements, idiosyncrasies were also apparent. For example, the mean fixation duration and size of an individual's saccadic eye movements when passively viewing a complex natural scene covaried significantly with those same parameters in the absence of visual stimulation and in a repetitive visual environment. In contrast, an individual's spatio-temporal characteristics of eye movements during active tasks such as reading text or visual search covaried together, but did not correlate with the pattern of eye movements detected when viewing a natural scene, simple patterns or in the dark. These idiosyncratic patterns of eye movements in normal viewing reveal an endogenous influence on oculomotor control. The independent covariance of eye movements during different visual tasks shows that saccadic eye movements during active tasks like reading or visual search differ from those engaged during the passive inspection of visual scenes.
Brewin, James; Tang, Jessica; Dasgupta, Prokar; Khan, Muhammad S; Ahmed, Kamran; Bello, Fernando; Kneebone, Roger; Jaye, Peter
To evaluate the face, content and construct validity of the distributed simulation (DS) environment for technical and non-technical skills training in endourology. To evaluate the educational impact of DS for urology training. DS offers a portable, low-cost simulated operating room environment that can be set up in any open space. A prospective mixed methods design using established validation methodology was conducted in this simulated environment with 10 experienced and 10 trainee urologists. All participants performed a simulated prostate resection in the DS environment. Outcome measures included surveys to evaluate the DS, as well as comparative analyses of experienced and trainee urologist's performance using real-time and 'blinded' video analysis and validated performance metrics. Non-parametric statistical methods were used to compare differences between groups. The DS environment demonstrated face, content and construct validity for both non-technical and technical skills. Kirkpatrick level 1 evidence for the educational impact of the DS environment was shown. Further studies are needed to evaluate the effect of simulated operating room training on real operating room performance. This study has shown the validity of the DS environment for non-technical, as well as technical skills training. DS-based simulation appears to be a valuable addition to traditional classroom-based simulation training. © 2014 The Authors BJU International © 2014 BJU International Published by John Wiley & Sons Ltd.
Shipman, J. S.; Anderson, J. W.
An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.
Song, Meehae; Gromala, Diane; Shaw, Chris; Barnes, Steven J.
The research program aims to explore and examine the fine balance necessary for maintaining the interplays between technology and the immersant, including identifying qualities that contribute to creating and maintaining a sense of "presence" and "immersion" in an immersive virtual reality (IVR) experience. Building upon and extending previous work, we compare sitting meditation with walking meditation in a virtual environment (VE). The Virtual Meditative Walk, a new work-in-progress, integrates VR and biofeedback technologies with a self-directed, uni-directional treadmill. As immersants learn how to meditate while walking, robust, real-time biofeedback technology continuously measures breathing, skin conductance and heart rate. The physiological states of the immersant will in turn affect the audio and stereoscopic visual media through shutter glasses. We plan to test the potential benefits and limitations of this physically active form of meditation with data from a sitting form of meditation. A mixed-methods approach to testing user outcomes parallels the knowledge bases of the collaborative team: a physician, computer scientists and artists.
Crawford, Stuart L.; Leiner, Barry M.
A software system called VHP is introduced which permits the visualization of heuristic algorithms on both resident and remote hardware platforms. The VHP is based on the DCF tool for interprocess communication and is applicable to remote algorithms which can be on different types of hardware and in languages other than VHP. The VHP system is of particular interest to systems in which the visualization of remote processes is required such as robotics for telescience applications.
Elder, Rebecca L.
Unrealistic visual representation of architecture within our existing environments have lost all reference to the human senses. As a design tool, visual and auditory stimuli can be utilized to determine human's perception of design. This experiment renders varying building inputs within different sites, simulated with corresponding immersive visual and audio sensory cues. Introducing audio has been proven to influence the way a person perceives a space, yet most inhabitants rely strictly on their sense of vision to make design judgments. Though not as apparent, users prefer spaces that have a better quality of sound and comfort. Through a series of questions, we can begin to analyze whether a design is fit for both an acoustic and visual environment.
Reed-Jones, Rebecca J; Vallis, Lori Ann
Virtual-reality technology is being increasingly used to understand how humans perceive and act in the moving world around them. What is currently not clear is how virtual reality technology is perceived by human participants and what virtual scenes are effective in evoking movement responses to visual stimuli. We investigated the effect of virtual-scene context on human responses to a virtual visual perturbation. We hypothesised that exposure to a natural scene that matched the visual expectancies of the natural world would create a perceptual set towards presence, and thus visual guidance of body movement in a subsequently presented virtual scene. Results supported this hypothesis; responses to a virtual visual perturbation presented in an ambiguous virtual scene were increased when participants first viewed a scene that consisted of natural landmarks which provided 'real-world' visual motion cues. Further research in this area will provide a basis of knowledge for the effective use of this technology in the study of human movement responses.
Kumar, Devina S; Reisman, Darcy S; Galloway, James C
To determine the effectiveness of involving traumatic brain injury survivors in a novel "enriched rehabilitation environment" in which physical, cognitive, social and speech impairments are simultaneously addressed during training within a functioning business. Participant was a 34-year old with a history of a severe head injury 17 years ago due to a motor vehicle accident. A novel intervention was provided within the Go Baby Go Café at the University of Delaware during her two hour shifts, three times a week for 2 months. The participant showed improvement in hand function, dynamic mobility, gait speed and cognitive ability. Additionally, changes were also noted across different domains like social activities, feeling of well-being, gross motor function and quality of life. The Café may be a viable environment for comprehensive intervention. Participation in the Café was associated with wide spread gains in scores on a variety of physical, cognitive, quality-of-life outcomes. Implications for rehabilitation Long-term impairments after traumatic brain injury often impairs activities of daily living, community integration and return to work. The Go Baby Go Café, installed with an overhead harness system serves as an "Immersive Environment" to address various impairments all at once in a real-world setting. Individuals with impairments can benefit from this rehabilitation technique, which is structured to improve changes across the International Classification of Functioning Disability and Health spectrum.
Vuk, Sonja; Tacol, Tonka; Vogrinc, Janez
The immersive method is a new concept of visual education that is better suited to the needs of students in contemporary post-industrial society. The features of the immersive method are: (1) it emerges from interaction with visual culture; (2) it encourages understanding of contemporary art (as an integral part of visual culture); and (3) it…
Filliard, N.; Reymond, G.; Kemeny, A.; Berthoz, A.
Motion parallax is a crucial visual cue produced by translations of the observer for the perception of depth and selfmotion. Therefore, tracking the observer viewpoint has become inevitable in immersive virtual (VR) reality systems (cylindrical screens, CAVE, head mounted displays) used e.g. in automotive industry (style reviews, architecture design, ergonomics studies) or in scientific studies of visual perception. The perception of a stable and rigid world requires that this visual cue be coherent with other extra-retinal (e.g. vestibular, kinesthetic) cues signaling ego-motion. Although world stability is never questioned in real world, rendering head coupled viewpoint in VR can lead to the perception of an illusory perception of unstable environments, unless a non-unity scale factor is applied on recorded head movements. Besides, cylindrical screens are usually used with static observers due to image distortions when rendering image for viewpoints different from a sweet spot. We developed a technique to compensate in real-time these non-linear visual distortions, in an industrial VR setup, based on a cylindrical screen projection system. Additionally, to evaluate the amount of discrepancies tolerated without perceptual distortions between visual and extraretinal cues, a "motion parallax gain" between the velocity of the observer's head and that of the virtual camera was introduced in this system. The influence of this artificial gain was measured on the gait stability of free-standing participants. Results indicate that, below unity, gains significantly alter postural control. Conversely, the influence of higher gains remains limited, suggesting a certain tolerance of observers to these conditions. Parallax gain amplification is therefore proposed as a possible solution to provide a wider exploration of space to users of immersive virtual reality systems.
Annetta, Leonard; Klesath, Marta; Meyer, John
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…
Ryan, Jenna; Porter, Marjorie; Miller, Rebecca
Current literature on libraries is abundant with articles about the uses and the potential of new interactive communication technology, including Web 2.0 tools. Recently, the advent and use of virtual worlds have received top billing in these works. Many library institutions are exploring these virtual environments; this exploration and the…
synthetic environment allows engineers to test and evaluate material solutions Robert DeMarco, MSBME; Gordon Cooke, MEME ; John Riedener, MSSE...ROBERT DEMARCO, MSBME, is a Project Lead Engineer and Certified LabVIEW Associate Developer. GORDON COOKE, MEME , is a Principal Investigator at the
William E. Hammitt
An on-site visual preference methodology involving a pre-and-post rating of bog landscape photographs is discussed. Photographs were rated for familiarity as well as preference. Preference was shown to be closely related to familiarity, assuming visitors had the opportunity to view the scenes during the on-site hiking engagement. Scenes rated high on preference were...
release; distribution unlimited. 13. SUPPLEMENTARY NOTES 14. ABSTRACT The grantee investigated, using the honeybee ( Apis mellifera ) as a model...successful for understanding face processing in both human adults and infants. Individual honeybees ( Apis mellifera ) were trained with...for 30 bees (group 3) of the target stimuli. Bernard J, Stach S, Giurfa M (2007) Categorization of visual stimuli in the honeybee Apis mellifera
Dimbwadyo-Terrer, Iris; Trincado-Alonso, Fernando; de Los Reyes-Guzmán, Ana; Aznar, Miguel A; Alcubilla, Cesar; Pérez-Nombela, Soraya; Del Ama-Espinosa, Antonio; Polonio-López, Begoña; Gil-Agudo, Ángel
Purpose state: The aim of this preliminary study was to test a data glove, CyberTouch™, combined with a virtual reality (VR) environment, for using in therapeutic training of reaching movements after spinal cord injury (SCI). Nine patients with thoracic SCI were selected to perform a pilot study by comparing two treatments: patients in the intervention group (IG) conducted a VR training based on the use of a data glove, CyberTouch™ for 2 weeks, while patients in the control group (CG) only underwent the traditional rehabilitation. Furthermore, two functional parameters were implemented in order to assess patient's performance of the sessions: normalized trajectory lengths and repeatability. Although no statistical significance was found, the data glove group seemed to obtain clinical changes in the muscle balance (MB) and functional parameters, and in the dexterity, coordination and fine grip tests. Moreover, every patient showed variations in at least one of the functional parameters, either along Y-axis trajectory or Z-axis trajectory. This study might be a step forward for the investigation of new uses of motion capture systems in neurorehabilitation, making it possible to train activities of daily living (ADLs) in motivational environments while measuring objectively the patient's functional evolution. Implications for Rehabilitation Key findings: A motion capture application based on a data glove is presented, for being used as a virtual reality tool for rehabilitation. This application has provided objective data about patient's functional performance. What the study has added: (1) This study allows to open new areas of research based on the use of different motion capture systems as rehabilitation tools, making it possible to train Activities of Daily Living in motivational environments. (2) Furthermore, this study could be a contribution for the development of clinical protocols to identify which types of patients will benefit most from the VR
This paper describes work in progress on a virtual environment designed for the visualization of pre-computed fluid flows. The overall problems involved in the visualization of fluid flow are summarized, including computational, data management, and interface issues. Requirements for a flow visualization are summarized. Many aspects of the implementation of the virtual windtunnel were uniquely determined by these requirements. The user interface is described in detail.
This paper describes the benefits of indigenous mother tongue immersion programs, examining the Total Physical Response approach to immersion for beginning learners and focusing on the development of Maori and Hawaiian mother tongue language immersion programs. The paper discusses the importance of immersing students in a language-risk…
Smith, Linda B.; Yu, Chen; Yoshida, Hanako; Fausey, Caitlin M.
Head-mounted video cameras (with and without an eye camera to track gaze direction) are being increasingly used to study infants' and young children's visual environments and provide new and often unexpected insights about the visual world from a child's point of view. The challenge in using head cameras is principally conceptual and concerns the…
A simple interface between VPython and Microsoft (MS) Office products such as Word and Excel, controlled by Visual Basic for Applications, is described. The interface allows the preparation of content-rich, interactive learning environments by taking advantage of the three-dimensional (3D) visualization capabilities of VPython and the GUI…
yet to be discussed in existing supervised multi-concept visual perception systems used in robotics applications.1,5–7 Anno - tation of images is...Autonomous robot navigation in highly populated pedestrian zones. J Field Robotics. 2015;32(4):565–589. 3. Milella A, Reina G, Underwood J . A self...learning framework for statistical ground classification using RADAR and monocular vision. J Field Robotics. 2015;32(1):20–41. 4. Manjanna S, Dudek G
Toenders, Frank G. C.; de Putter-Smits, Lesley G. A.; Sanders, Wendy T. M.; den Brok, Perry
Although visually impaired students attend regular high school, their enrolment in advanced science classes is dramatically low. In our research we evaluated the physics learning environment of a blind high school student in a regular Dutch high school. For visually impaired students to grasp physics concepts, time and additional materials to support the learning process are key. Time for teachers to develop teaching methods for such students is scarce. Suggestions for changes to the learning environment and of materials used are given.
The objective of this study was to describe and model the effects of varied roadway environment factors on drivers perceived complexity, with the goal of further understanding conditions for optimal driver behavior and performance. This was invest...
Hashim, Aslinda M.; Romli, Fakaruddin Fahmi; Zainal Osman, Zosipha
Nowadays Immersive Multimedia covers most usage in tremendous ways, such as healthcare/surgery, military, architecture, art, entertainment, education, business, media, sport, rehabilitation/treatment and training areas. Moreover, the significant of Immersive Multimedia to directly meet the end-users, clients and customers needs for a diversity of feature and purpose is the assembly of multiple elements that drive effective Immersive Multimedia system design, so evaluation techniques is crucial for Immersive Multimedia environments. A brief general idea of virtual environment (VE) context and `realism' concept that formulate the Immersive Multimedia environments is then provided. This is followed by a concise summary of the elements of VE assessment technique that is applied in Immersive Multimedia system design, which outlines the classification space for Immersive Multimedia environments evaluation techniques and gives an overview of the types of results reported. A particular focus is placed on the implications of the Immersive Multimedia environments evaluation techniques in relation to the elements of VE assessment technique, which is the primary purpose of producing this research. The paper will then conclude with an extensive overview of the recommendations emanating from the research.
Deyer, T W; Ashton-Miller, J A
To test the (null) hypotheses that the reliability of unipedal balance is unaffected by the attenuation of visual velocity feedback and that, relative to baseline performance, deterioration of balance success rates from attenuated visual velocity feedback will not differ between groups of young men and older women, and the presence (or absence) of a vertical foreground object will not affect balance success rates. Single blind, single case study. University research laboratory. Two volunteer samples: 26 healthy young men (mean age, 20.0yrs; SD, 1.6); 23 healthy older women (mean age, 64.9 yrs; SD, 7.8). Normalized success rates in unipedal balance task. Subjects were asked to transfer to and maintain unipedal stance for 5 seconds in a task near the limit of their balance capabilities. Subjects completed 64 trials: 54 trials of three experimental visual scenes in blocked randomized sequences of 18 trials and 10 trials in a normal visual environment. The experimental scenes included two that provided strong velocity/weak position feedback, one of which had a vertical foreground object (SVWP+) and one without (SVWP-), and one scene providing weak velocity/strong position (WVSP) feedback. Subjects' success rates in the experimental environments were normalized by the success rate in the normal environment in order to allow comparisons between subjects using a mixed model repeated measures analysis of variance. The normalized success rate was significantly greater in SVWP+ than in WVSP (p = .0001) and SVWP- (p = .013). Visual feedback significantly affected the normalized unipedal balance success rates (p = .001); neither the group effect nor the group X visual environment interaction was significant (p = .9362 and p = .5634, respectively). Normalized success rates did not differ significantly between the young men and older women in any visual environment. Near the limit of the young men's or older women's balance capability, the reliability of transfer to unipedal
Frische, F.; Osterloh, J.-P.; Luedtke, A.
This paper describes the results of experiments conducted with human line pilots and a cognitive pilot model during interaction with a new 40 Flight Management System (FMS). The aim of these experiments was to gather human pilot behavior data in order to calibrate the behavior of the model. Human behavior is mainly triggered by visual perception. Thus, the main aspect was to setup a profile of human pilots' visual attention allocation in a cockpit environment containing the new FMS. We first performed statistical analyses of eye tracker data and then compared our results to common results of familiar analyses in standard cockpit environments. The comparison has shown a significant influence of the new system on the visual performance of human pilots. Further on, analyses of the pilot models' visual performance have been performed. A comparison to human pilots' visual performance revealed important improvement potentials.
Kurillo, Gregorij; Forte, Maurizio
Archaeologists collect vast amounts of digital data around the world; however, they lack tools for integration and collaborative interaction to support reconstruction and interpretation process. TeleArch software is aimed to integrate different data sources and provide real-time interaction tools for remote collaboration of geographically distributed scholars inside a shared virtual environment. The framework also includes audio, 2D and 3D video streaming technology to facilitate remote presence of users. In this paper, we present several experimental case studies to demonstrate the integration and interaction with 3D models and geographical information system (GIS) data in this collaborative environment.
Ischer, Matthieu; Baron, Naëm; Mermoud, Christophe; Cayeux, Isabelle; Porcherot, Christelle; Sander, David; Delplanque, Sylvain
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
Kent, Brian R.
Data immersion has advantages in astrophysical visualization. Complex multi-dimensional data and phase spaces can be explored in a seamless and interactive viewing environment. Putting the user in the data is a first step toward immersive data analysis. We present a technique for creating 360° spherical panoramas with astrophysical data. The three-dimensional software package Blender and the Google Spatial Media module are used together to immerse users in data exploration. Several examples employing these methods exhibit how the technique works using different types of astronomical data.
Mota, José Miguel; Ruiz-Rube, Iván; Dodero, Juan Manuel; Figueiredo, Mauro
Augmented Reality (AR) technology allows the inclusion of virtual elements on a vision of actual physical environment for the creation of a mixed reality in real time. This kind of technology can be used in educational settings. However, the current AR authoring tools present several drawbacks, such as, the lack of a mechanism for tracking the…
Fominykh, Mikhail; Prasolova-Forland, Ekaterina
Purpose: Collaborative virtual environments (CVEs) have become increasingly popular in educational settings and the role of 3D content is becoming more and more important. Still, there are many challenges in this area, such as lack of empirical studies that provide design for educational activities in 3D CVEs and lack of norms of how to support…
Wolf, Ivo; Nolden, Marco; Schwarz, Tobias; Meinzer, Hans-Peter
The Medical Imaging Interaction Toolkit (MITK) and the eXtensible Imaging Platform (XIP) both aim at facilitating the development of medical imaging applications, but provide support on different levels. MITK offers support from the toolkit level, whereas XIP comes with a visual programming environment. XIP is strongly based on Open Inventor. Open Inventor with its scene graph-based rendering paradigm was not specifically designed for medical imaging, but focuses on creating dedicated visualizations. MITK has a visualization concept with a model-view-controller like design that assists in implementing multiple, consistent views on the same data, which is typically required in medical imaging. In addition, MITK defines a unified means of describing position, orientation, bounds, and (if required) local deformation of data and views, supporting e.g. images acquired with gantry tilt and curved reformations. The actual rendering is largely delegated to the Visualization Toolkit (VTK). This paper presents an approach of how to integrate the visualization concept of MITK with XIP, especially into the XIP-Builder. This is a first step of combining the advantages of both platforms. It enables experimenting with algorithms in the XIP visual programming environment without requiring a detailed understanding of Open Inventor. Using MITK-based add-ons to XIP, any number of data objects (images, surfaces, etc.) produced by algorithms can simply be added to an MITK DataStorage object and rendered into any number of slice-based (2D) or 3D views. Both MITK and XIP are open-source C++ platforms. The extensions presented in this paper will be available from www.mitk.org.
Cardellino, Paula; Araneda, Claudio; García Alvarado, Rodrigo
We argue that the traditional physical environment is commonly taken for granted and that little consideration has been given to how this affects pupil-teacher interactions. This article presents evidence that certain physical environments do not allow equal visual interaction and, as a result, we derive a set of basic guiding principles that…
Hihn, Jairus; Chattopadhyay, Debarati; Shishko, Robert
Incorporating risk assessment into the dynamic environment of a concurrent engineering team requires rapid response and adaptation. Generating consistent risk lists with inputs from all the relevant subsystems and presenting the results clearly to the stakeholders in a concurrent engineering environment is difficult because of the speed with which decisions are made. In this paper we describe the various approaches and techniques that have been explored for the point designs of JPL's Team X and the Trade Space Studies of the Rapid Mission Architecture Team. The paper will also focus on the issues of the misuse of categorical and ordinal data that keep arising within current engineering risk approaches and also in the applied risk literature.
De Angelis, G.; Clowdsley, M. S.; Singleterry, R. C.; Wilson, J. W.
A new model for the radiation environment to be found on the planet Mars due to Galactic Cosmic Rays (OCR) has been developed at the NASA Langley Research Center. Solar modulated primary particles rescaled for Mars conditions are transported through the Martian atmosphere, with temporal properties modeled with variable timescales, down to the surface, with altitude and backscattering patterns taken into account. The Martian atmosphere has been modeled by using the Mars Global Reference Atmospheric Model--version 2001 (Mars-GRAM 2001). The altitude to compute the atmospheric thickness profile has been determined by using a model for the topography based on the data provided by the Mars Orbiter Laser Altimeter (MOLA) instrument on board the Mars Global Surveyor (MGS) spacecraft. The Mars surface composition has been modeled based on averages over the measurements obtained from orbiting spacecraft and at various landing sites, taking into account the possible volatile inventory (e.g., CO2 ice, H2O ice) along with its time variation throughout the Martian year. Particle transport has been performed with the HZETRN heavy ion code. The Mars Radiation Environment Model has been made available worldwide through the Space Ionizing Radiation Effects and Shielding Tools (SIREST) website, a project of NASA Langley Research Center. c2004 COSPAR. Published by Elsevier Ltd. All rights reserved.
Bancroft, Gordon V.; Merritt, Fergus J.; Plessel, Todd C.; Kelaita, Paul G.; Mccabe, R. Kevin
The paper presents the Flow Analysis Software Toolset (FAST) to be used for fluid-mechanics analysis. The design criteria for FAST including the minimization of the data path in the computational fluid-dynamics (CFD) process, consistent user interface, extensible software architecture, modularization, and the isolation of three-dimensional tasks from the application programmer are outlined. Each separate process communicates through the FAST Hub, while other modules such as FAST Central, NAS file input, CFD calculator, surface extractor and renderer, titler, tracer, and isolev might work together to generate the scene. An interprocess communication package making it possible for FAST to operate as a modular environment where resources could be shared among different machines as well as a single host is discussed.
Immersive Learning Technologies Mr. Peter Smith Lead, ADL Immersive Learning Team 08/20/2009 Report Documentation Page Form ApprovedOMB No. 0704...to 00-00-2009 4. TITLE AND SUBTITLE Immersive Learning Technologies 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR...unclassified c. THIS PAGE unclassified Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std Z39-18 Why Immersive Learning Technologies
Borland, David; Conway, Michael; Coposky, Jason; Ginn, Warren; Idaszak, Ray
The Social Computing Room (SCR) is a novel collaborative visualization environment for viewing and interacting with large amounts of visual data. The SCR consists of a square room with 12 projectors (3 per wall) used to display a single 360-degree desktop environment that provides a large physical real estate for arranging visual information. The SCR was designed to be cost-effective, collaborative, configurable, widely applicable, and approachable for naive users. Because the SCR displays a single desktop, a wide range of applications is easily supported, making it possible for a variety of disciplines to take advantage of the room. We provide a technical overview of the room and highlight its application to scientific visualization, arts and humanities projects, research group meetings, and virtual worlds, among other uses.
Wyatt, R. J.
For more than 15 years, fulldome video technology has transformed planetariums worldwide, using data-driven visualizations to support science storytelling. Fulldome video shares significant technical infrastructure with emerging VR headset technologies, and these personalized VR experiences allow for new audiences and new experiences of an existing library of context—as well as affording new opportunities for fulldome producers to explore. At the California Academy of Sciences, we are translating assets for our planetarium shows into immersive experiences for a variety of HR headsets. We have adapted scenes from our four award-wining features—Fragile Planet (2008), Life: A Cosmic Story (2010), Earthquake: Evidence of a Restless Planet (2012), and Habitat Earth (2015)—to place viewers inside a virtual planetarium viewing the shows. Similarly, we have released two creative-commons mini-shows on various VR outlets. This presentation will also highlight content the Academy will make available from our upcoming 2016 planetarium show about asteroids, comets, and solar system origins, some of which has been formatted for a full four-pi-steradian perspective. The shared immersive environment of digital planetariums offers significant opportunities for education and affective engagement of STEM-hungry audiences—including students, families, and adults. With the advent of VR technologies, we can leverage the experience of fulldome producers and planetarium professionals to create personalized home experiences that allow new ways to experience their content.
Naweed, Anjum; Balakrishnan, Ganesh
Due to the growth of information in the urban rail environment, there is a need to better understand the ergonomics profile underpinning the visual behaviours in train drivers. The aim of this study was to examine the tasks and activities of urban/metropolitan passenger train drivers in order to better understand the nature of the visual demands in their task activities. Data were collected from 34 passenger train drivers in four different Australian states. The research approach used a novel participative ergonomics methodology that fused interviews and observations with generative tools. Data analysis was conducted thematically. Results suggested participants did not so much drive their trains, as manage the intensity of visually demanding work held in their environment. The density of this information and the opacity of the task, invoked an ergonomics profile more closely aligned with diagnostic and error detection than actual train regulation. The paper discusses the relative proportion of strategies corresponding with specific tasks, the visual-perceptual load in substantive activities, and the requisite visual skills behoving navigation in the urban rail environment. These findings provide the basis for developing measures of complexity to further specify the visual demands in passenger train driving.
Foo, Jung Leng; Martinez-Escobar, Marisol; Peloquin, Catherine; Lobe, Thom; Winer, Eliot
The proliferation of virtual reality visualization and interaction technologies has changed the way medical image data is analyzed and processed. This paper presents a multi-modal environment that combines a virtual reality application with a desktop application for collaborative surgical planning. Both visualization applications can function independently but can also be synced over a network connection for collaborative work. Any changes to either application is immediately synced and updated to the other. This is an efficient collaboration tool that allows multiple teams of doctors with only an internet connection to visualize and interact with the same patient data simultaneously. With this multi-modal environment framework, one team working in the VR environment and another team from a remote location working on a desktop machine can both collaborate in the examination and discussion for procedures such as diagnosis, surgical planning, teaching and tele-mentoring.
Fretwell, Peter; Pritchard, Hamish
Bedmap2; Mapping, visualizing and communicating the Antarctic sub-glacial environment. The Bedmap2 project has been a large cooperative effort to compile, model, map and visualize the ice-rock interface beneath the Antarctic ice sheet. Here we present the final output of that project; the Bedmap2 printed map. The map is an A1, double sided print, showing 2d and 3d visualizations of the dataset. It includes scientific interpretations, cross sections and comparisons with other areas. Paper copies of the colour double sided map will be freely distributed at this session.
Ploran, Elisabeth J; Bevitt, Jacob; Oshiro, Jaris; Parasuraman, Raja; Thompson, James C
The ability to navigate flexibly (e.g., reorienting oneself based on distal landmarks to reach a learned target from a new position) may rely on visual scanning during both initial experiences with the environment and subsequent test trials. Reliance on visual scanning during navigation harkens back to the concept of vicarious trial and error, a description of the side-to-side head movements made by rats as they explore previously traversed sections of a maze in an attempt to find a reward. In the current study, we examined if visual scanning predicted the extent to which participants would navigate to a learned location in a virtual environment defined by its position relative to distal landmarks. Our results demonstrated a significant positive relationship between the amount of visual scanning and participant accuracy in identifying the trained target location from a new starting position as long as the landmarks within the environment remain consistent with the period of original learning. Our findings indicate that active visual scanning of the environment is a deliberative attentional strategy that supports the formation of spatial representations for flexible navigation.
Lisicki, Marco; D'Ostilio, Kevin; Erpicum, Michel; Schoenen, Jean; Magis, Delphine
Background Migraine is a complex multifactorial disease that arises from the interaction between a genetic predisposition and an enabling environment. Habituation is considered as a fundamental adaptive behaviour of the nervous system that is often impaired in migraine populations. Given that migraineurs are hypersensitive to light, and that light deprivation is able to induce functional changes in the visual cortex recognizable through visual evoked potentials habituation testing, we hypothesized that regional sunlight irradiance levels could influence the results of visual evoked potentials habituation studies performed in different locations worldwide. Methods We searched the literature for visual evoked potentials habituation studies comparing healthy volunteers and episodic migraine patients and correlated their results with levels of local solar radiation. Results After reviewing the literature, 26 studies involving 1291 participants matched our inclusion criteria. Deficient visual evoked potentials habituation in episodic migraine patients was reported in 19 studies. Mean yearly sunlight irradiance was significantly higher in locations of studies reporting deficient habituation. Correlation analyses suggested that visual evoked potentials habituation decreases with increasing sunlight irradiance in migraine without aura patients. Conclusion Results from this hypothesis generating analysis suggest that variations in sunlight irradiance may induce adaptive modifications in visual processing systems that could be reflected in visual evoked potentials habituation, and thus partially account for the difference in results between studies performed in geographically distant centers. Other causal factors such as genetic differences could also play a role, and therefore well-designed prospective trials are warranted.
Sanchez, Yerly; Pinzon, David; Zheng, Bin
To examine the reaction time when human subjects process information presented in the visual channel under both a direct vision and a virtual rehabilitation environment when walking was performed. Visual stimulus included eight math problems displayed on the peripheral vision to seven healthy human subjects in a virtual rehabilitation training (computer-assisted rehabilitation environment (CAREN)) and a direct vision environment. Subjects were required to verbally report the results of these math calculations in a short period of time. Reaction time measured by Tobii Eye tracker and calculation accuracy were recorded and compared between the direct vision and virtual rehabilitation environment. Performance outcomes measured for both groups included reaction time, reading time, answering time and the verbal answer score. A significant difference between the groups was only found for the reaction time (p = .004). Participants had more difficulty recognizing the first equation of the virtual environment. Participants reaction time was faster in the direct vision environment. This reaction time delay should be kept in mind when designing skill training scenarios in virtual environments. This was a pilot project to a series of studies assessing cognition ability of stroke patients who are undertaking a rehabilitation program with a virtual training environment. Implications for rehabilitation Eye tracking is a reliable tool that can be employed in rehabilitation virtual environments. Reaction time changes between direct vision and virtual environment.
Robigou-Nelson, V.; Ellins, K. K.
share the complexity of the geological and chemical processes at mid-ocean ridges and the beauty of marine organisms that thrive in the inhospitable seafloor environment to audiences that would never have access to such remote ecosystems. Examples include (1) a series of first-of-its-kind, high-impact films on deep-sea exploration produced in collaboration with masterful storytellers of the documentary (PBS-NOVA) and entertainment (IMAX) industries that captures the imagination of large audiences with stunning imagery, (2) the "Beyond the Edge of the Sea" traveling art exhibit that features watercolor illustrations of hydrothermal vents and immerses contemplative audiences deep into the intricacies of a painted subject and (3) a permanent exhibit centered on two iconic sulfide chimneys in the Gottesman Hall of Planet Earth at the American Museum of Natural History (AMNH) in New York City. Designed to encourage visitors to think like scientists, the interactive activities of the multimedia exhibit entrain hundreds of thousands of families and students of all ages to explore the question "Why is Earth habitable?"
Gajo, Laurent, Ed.
Articles on immersion and bilingual education include these: "Terminological Considerations Regarding Content and Language Integrated Learning" (Tarja Nikula, David Marsh); "Educazione bilingue e multiculturale, istruzione bilingue, immersione totale: quattro nozioni da definire" ("Bilingual and Multicultural Education,…
Negiloni, Kalpa; Ramani, Krishna Kumar; Jeevitha, R; Kalva, Jayashree; Sudhir, Rachapalle Reddi
Purpose: The study aimed to evaluate the classroom environment of children with low vision and provide recommendations to reduce visual stress, with focus on mainstream schooling. Methods: The medical records of 110 children (5–17 years) seen in low vision clinic during 1 year period (2015) at a tertiary care center in south India were extracted. The visual function levels of children were compared to the details of their classroom environment. The study evaluated and recommended the chalkboard visual task size and viewing distance required for children with mild, moderate, and severe visual impairment (VI). Results: The major causes of low vision based on the site of abnormality and etiology were retinal (80%) and hereditary (67%) conditions, respectively, in children with mild (n = 18), moderate (n = 72), and severe (n = 20) VI. Many of the children (72%) had difficulty in viewing chalkboard and common strategies used for better visibility included copying from friends (47%) and going closer to chalkboard (42%). To view the chalkboard with reduced visual stress, a child with mild VI can be seated at a maximum distance of 4.3 m from the chalkboard, with the minimum size of visual task (height of lowercase letter writing on chalkboard) recommended to be 3 cm. For 3/60–6/60 range, the maximum viewing distance with the visual task size of 4 cm is recommended to be 85 cm to 1.7 m. Conclusion: Simple modifications of the visual task size and seating arrangements can aid children with low vision with better visibility of chalkboard and reduced visual stress to manage in mainstream schools. PMID:29380777
Negiloni, Kalpa; Ramani, Krishna Kumar; Jeevitha, R; Kalva, Jayashree; Sudhir, Rachapalle Reddi
The study aimed to evaluate the classroom environment of children with low vision and provide recommendations to reduce visual stress, with focus on mainstream schooling. The medical records of 110 children (5-17 years) seen in low vision clinic during 1 year period (2015) at a tertiary care center in south India were extracted. The visual function levels of children were compared to the details of their classroom environment. The study evaluated and recommended the chalkboard visual task size and viewing distance required for children with mild, moderate, and severe visual impairment (VI). The major causes of low vision based on the site of abnormality and etiology were retinal (80%) and hereditary (67%) conditions, respectively, in children with mild (n = 18), moderate (n = 72), and severe (n = 20) VI. Many of the children (72%) had difficulty in viewing chalkboard and common strategies used for better visibility included copying from friends (47%) and going closer to chalkboard (42%). To view the chalkboard with reduced visual stress, a child with mild VI can be seated at a maximum distance of 4.3 m from the chalkboard, with the minimum size of visual task (height of lowercase letter writing on chalkboard) recommended to be 3 cm. For 3/60-6/60 range, the maximum viewing distance with the visual task size of 4 cm is recommended to be 85 cm to 1.7 m. Simple modifications of the visual task size and seating arrangements can aid children with low vision with better visibility of chalkboard and reduced visual stress to manage in mainstream schools.
Liu, Shuai; Chen, Ge; Yao, Shifeng; Tian, Fenglin; Liu, Wei
This paper presents a novel integrated marine visualization framework which focuses on processing, analyzing the multi-dimension spatiotemporal marine data in one workflow. Effective marine data visualization is needed in terms of extracting useful patterns, recognizing changes, and understanding physical processes in oceanography researches. However, the multi-source, multi-format, multi-dimension characteristics of marine data pose a challenge for interactive and feasible (timely) marine data analysis and visualization in one workflow. And, global multi-resolution virtual terrain environment is also needed to give oceanographers and the public a real geographic background reference and to help them to identify the geographical variation of ocean phenomena. This paper introduces a data integration and processing method to efficiently visualize and analyze the heterogeneous marine data. Based on the data we processed, several GPU-based visualization methods are explored to interactively demonstrate marine data. GPU-tessellated global terrain rendering using ETOPO1 data is realized and the video memory usage is controlled to ensure high efficiency. A modified ray-casting algorithm for the uneven multi-section Argo volume data is also presented and the transfer function is designed to analyze the 3D structure of ocean phenomena. Based on the framework we designed, an integrated visualization system is realized. The effectiveness and efficiency of the framework is demonstrated. This system is expected to make a significant contribution to the demonstration and understanding of marine physical process in a virtual global environment.
Gao, X.; Liu, J.; Mu, L.; Yan, W.; Zeng, X.; Zhang, X.; Li, C.
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.
Nie, Min; Ren, Jie; Li, Zhengjun; Niu, Jinhai; Qiu, Yihong; Zhu, Yisheng; Tong, Shanbao
Without visual information, the blind people live in various hardships with shopping, reading, finding objects and etc. Therefore, we developed a portable auditory guide system, called SoundView, for visually impaired people. This prototype system consists of a mini-CCD camera, a digital signal processing unit and an earphone, working with built-in customizable auditory coding algorithms. Employing environment understanding techniques, SoundView processes the images from a camera and detects objects tagged with barcodes. The recognized objects in the environment are then encoded into stereo speech signals for the blind though an earphone. The user would be able to recognize the type, motion state and location of the interested objects with the help of SoundView. Compared with other visual assistant techniques, SoundView is object-oriented and has the advantages of cheap cost, smaller size, light weight, low power consumption and easy customization.
Sanner, Michel F
The interactive visualization of large biological assemblies poses a number of challenging problems, including the development of multiresolution representations and new interaction methods for navigating and analyzing these complex systems. An additional challenge is the development of flexible software environments that will facilitate the integration and interoperation of computational models and techniques from a wide variety of scientific disciplines. In this paper, we present a component-based software development strategy centered on the high-level, object-oriented, interpretive programming language: Python. We present several software components, discuss their integration, and describe some of their features that are relevant to the visualization of large molecular assemblies. Several examples are given to illustrate the interoperation of these software components and the integration of structural data from a variety of experimental sources. These examples illustrate how combining visual programming with component-based software development facilitates the rapid prototyping of novel visualization tools.
Kraemer, David J. M.; Schinazi, Victor R.; Cawkwell, Philip B.; Tekriwal, Anand; Epstein, Russell A.; Thompson-Schill, Sharon L.
Using novel virtual cities, we investigated the influence of verbal and visual strategies on the encoding of navigation-relevant information in a large-scale virtual environment. In 2 experiments, participants watched videos of routes through 4 virtual cities and were subsequently tested on their memory for observed landmarks and their ability to…
Online participation in collaborative online learning environments is instrumental in motivating students to learn and promoting their learning satisfaction, but there has been little research on the technical supports for motivating students' online participation. The purpose of this study was to develop a visualization tool to motivate learners…
Lin, Lijia; Atkinson, Robert K.; Savenye, Wilhelmina C.; Nelson, Brian C.
The purpose of this study was to investigate the impacts of visual cues and different types of self-explanation prompts on learning, cognitive load, and intrinsic motivation in an interactive multimedia environment that was designed to deliver a computer-based lesson about the human cardiovascular system. A total of 126 college students were…
Mitchell, Donald P.; Scigliano, John A.
Describes the development of an online learning environment for a visually impaired professional. Topics include physical barriers, intellectual barriers, psychological barriers, and technological barriers; selecting appropriate hardware and software; and combining technologies that include personal computers, Web-based resources, network…
Scholtz, Jean; Plaisant, Catherine; Whiting, Mark A.
The evaluation of visual analytics environments was a topic in Illuminating the Path [Thomas 2005] as a critical aspect of moving research into practice. For a thorough understanding of the utility of the systems available, evaluation not only involves assessing the visualizations, interactions or data processing algorithms themselves, but also the complex processes that a tool is meant to support (such as exploratory data analysis and reasoning, communication through visualization, or collaborative data analysis [Lam 2012; Carpendale 2007]). Researchers and practitioners in the field have long identified many of the challenges faced when planning, conducting, and executing an evaluation ofmore » a visualization tool or system [Plaisant 2004]. Evaluation is needed to verify that algorithms and software systems work correctly and that they represent improvements over the current infrastructure. Additionally to effectively transfer new software into a working environment, it is necessary to ensure that the software has utility for the end-users and that the software can be incorporated into the end-user’s infrastructure and work practices. Evaluation test beds require datasets, tasks, metrics and evaluation methodologies. As noted in [Thomas 2005] it is difficult and expensive for any one researcher to setup an evaluation test bed so in many cases evaluation is setup for communities of researchers or for various research projects or programs. Examples of successful community evaluations can be found [Chinchor 1993; Voorhees 2007; FRGC 2012]. As visual analytics environments are intended to facilitate the work of human analysts, one aspect of evaluation needs to focus on the utility of the software to the end-user. This requires representative users, representative tasks, and metrics that measure the utility to the end-user. This is even more difficult as now one aspect of the test methodology is access to representative end-users to participate in the evaluation
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.
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.
Orozco-Rosas, Ulises; Picos, Kenia; Díaz-Ramírez, Víctor H.; Montiel, Oscar; Sepúlveda, Roberto
A visual approach in environment recognition for robot navigation is proposed. This work includes a template matching filtering technique to detect obstacles and feasible paths using a single camera to sense a cluttered environment. In this problem statement, a robot can move from the start to the goal by choosing a single path between multiple possible ways. In order to generate an efficient and safe path for mobile robot navigation, the proposal employs a pseudo-bacterial potential field algorithm to derive optimal potential field functions using evolutionary computation. Simulation results are evaluated in synthetic and real scenes in terms of accuracy of environment recognition and efficiency of path planning computation.
Le Gros, Mark; Larabell, Carolyn A.
A cryogenic immersion microscope whose objective lens is at least partially in contact with a liquid reservoir of a cryogenic liquid, in which reservoir a sample of interest is immersed is disclosed. When the cryogenic liquid has an index of refraction that reduces refraction at interfaces between the lens and the sample, overall resolution and image quality are improved. A combination of an immersion microscope and x-ray microscope, suitable for imaging at cryogenic temperatures is also disclosed.
Doblack, Benjamin N; Allis, Tim; Dávila, Lilian P
The increasing development of computing (hardware and software) in the last decades has impacted scientific research in many fields including materials science, biology, chemistry and physics among many others. A new computational system for the accurate and fast simulation and 3D/VR visualization of nanostructures is presented here, using the open-source molecular dynamics (MD) computer program LAMMPS. This alternative computational method uses modern graphics processors, NVIDIA CUDA technology and specialized scientific codes to overcome processing speed barriers common to traditional computing methods. In conjunction with a virtual reality system used to model materials, this enhancement allows the addition of accelerated MD simulation capability. The motivation is to provide a novel research environment which simultaneously allows visualization, simulation, modeling and analysis. The research goal is to investigate the structure and properties of inorganic nanostructures (e.g., silica glass nanosprings) under different conditions using this innovative computational system. The work presented outlines a description of the 3D/VR Visualization System and basic components, an overview of important considerations such as the physical environment, details on the setup and use of the novel system, a general procedure for the accelerated MD enhancement, technical information, and relevant remarks. The impact of this work is the creation of a unique computational system combining nanoscale materials simulation, visualization and interactivity in a virtual environment, which is both a research and teaching instrument at UC Merced.
Lee, Sungkil; Kim, Gerard Jounghyun; Choi, Seungmoon
This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) saliency map, the proposed framework uses top-down (goal-directed) contexts inferred from the user's spatial and temporal behaviors, and identifies the most plausibly attended objects among candidates in the object saliency map. The computational framework was implemented using GPU, exhibiting high computational performance adequate for interactive virtual environments. A user experiment was also conducted to evaluate the prediction accuracy of the tracking framework by comparing objects regarded as visually attended by the framework to actual human gaze collected with an eye tracker. The results indicated that the accuracy was in the level well supported by the theory of human cognition for visually identifying single and multiple attentive targets, especially owing to the addition of top-down contextual information. Finally, we demonstrate how the visual attention tracking framework can be applied to managing the level of details in virtual environments, without any hardware for head or eye tracking.
Doblack, Benjamin N.; Allis, Tim; Dávila, Lilian P.
The increasing development of computing (hardware and software) in the last decades has impacted scientific research in many fields including materials science, biology, chemistry and physics among many others. A new computational system for the accurate and fast simulation and 3D/VR visualization of nanostructures is presented here, using the open-source molecular dynamics (MD) computer program LAMMPS. This alternative computational method uses modern graphics processors, NVIDIA CUDA technology and specialized scientific codes to overcome processing speed barriers common to traditional computing methods. In conjunction with a virtual reality system used to model materials, this enhancement allows the addition of accelerated MD simulation capability. The motivation is to provide a novel research environment which simultaneously allows visualization, simulation, modeling and analysis. The research goal is to investigate the structure and properties of inorganic nanostructures (e.g., silica glass nanosprings) under different conditions using this innovative computational system. The work presented outlines a description of the 3D/VR Visualization System and basic components, an overview of important considerations such as the physical environment, details on the setup and use of the novel system, a general procedure for the accelerated MD enhancement, technical information, and relevant remarks. The impact of this work is the creation of a unique computational system combining nanoscale materials simulation, visualization and interactivity in a virtual environment, which is both a research and teaching instrument at UC Merced. PMID:25549300
Hwang, Yoon Min; Lee, Kun Chang
Despite a strong shift to mobile shopping trends, many in-depth questions about mobile shoppers' visual behaviors in mobile shopping environments remain unaddressed. This study aims to answer two challenging research questions (RQs): (a) how much does shopping motivation like goal orientation and recreation influence mobile shoppers' visual behavior toward displays of shopping information on a mobile shopping screen and (b) how much of mobile shoppers' visual behavior influences their purchase intention for the products displayed on a mobile shopping screen? An eye-tracking approach is adopted to answer the RQs empirically. The experimental results showed that goal-oriented shoppers paid closer attention to products' information areas to meet their shopping goals. Their purchase intention was positively influenced by their visual attention to the two areas of interest such as product information and consumer opinions. In contrast, recreational shoppers tended to visually fixate on the promotion area, which positively influences their purchase intention. The results contribute to understanding mobile shoppers' visual behaviors and shopping intentions from the perspective of mindset theory.
Johansen, W. J.; Delparte, D.
Snowmelt is a primary means of crucial water resources in much of the western United States. Researchers are developing models that estimate snowmelt to aid in water resource management. One such model is the image snowcover energy and mass balance (iSNOBAL) model. It uses input climate grids to simulate the development and melting of snowpack in mountainous regions. This study looks at applying this model to the Reynolds Creek Experimental Watershed in southwestern Idaho, utilizing novel approaches incorporating geographic information systems (GIS). To improve visualization of the iSNOBAL model, we have adapted it to run in a GIS environment. This type of environment is suited to both the input grid creation and the visualization of results. The data used for input grid creation can be stored locally or on a web-server. Kriging interpolation embedded within Python scripts are used to create air temperature, soil temperature, humidity, and precipitation grids, while built-in GIS and existing tools are used to create solar radiation and wind grids. Additional Python scripting is then used to perform model calculations. The final product is a user-friendly and accessible version of the iSNOBAL model, including the ability to easily visualize and interact with model results, all within a web- or desktop-based GIS environment. This environment allows for interactive manipulation of model parameters and visualization of the resulting input grids for the model calculations. Future work is moving towards adapting the model further for use in a 3D gaming engine for improved visualization and interaction.
Jenkins, H. S.; Gant, R.; Hopkins, D.
Teaching natural science in a technologically advancing world requires that our methods reach beyond the traditional computer interface. Innovative 3D visualization techniques and real-time augmented user interfaces enable students to create realistic environments to understand the world around them. Here, we present a series of laboratory activities that utilize an Augmented Reality Sandbox to teach basic concepts of hydrology, geology, and geography to undergraduates at Harvard University and the University of Redlands. The Augmented Reality (AR) Sandbox utilizes a real sandbox that is overlain by a digital projection of topography and a color elevation map. A Microsoft Kinect 3D camera feeds altimetry data into a software program that maps this information onto the sand surface using a digital projector. Students can then manipulate the sand and observe as the Sandbox augments their manipulations with projections of contour lines, an elevation color map, and a simulation of water. The idea for the AR Sandbox was conceived at MIT by the Tangible Media Group in 2002 and the simulation software used here was written and developed by Dr. Oliver Kreylos of the University of California - Davis as part of the NSF funded LakeViz3D project. Between 2013 and 2014, we installed AR Sandboxes at Harvard and the University of Redlands, respectively, and developed laboratory exercises to teach flooding hazard, erosion and watershed development in undergraduate earth and environmental science courses. In 2013, we introduced a series of AR Sandbox laboratories in Introductory Geology, Hydrology, and Natural Disasters courses. We found laboratories that utilized the AR Sandbox at both universities allowed students to become quickly immersed in the learning process, enabling a more intuitive understanding of the processes that govern the natural world. The physical interface of the AR Sandbox reduces barriers to learning, can be used to rapidly illustrate basic concepts of geology
White, Thomas E; Rojas, Bibiana; Mappes, Johanna; Rautiala, Petri; Kemp, Darrell J
Much of what we know about human colour perception has come from psychophysical studies conducted in tightly-controlled laboratory settings. An enduring challenge, however, lies in extrapolating this knowledge to the noisy conditions that characterize our actual visual experience. Here we combine statistical models of visual perception with empirical data to explore how chromatic (hue/saturation) and achromatic (luminant) information underpins the detection and classification of stimuli in a complex forest environment. The data best support a simple linear model of stimulus detection as an additive function of both luminance and saturation contrast. The strength of each predictor is modest yet consistent across gross variation in viewing conditions, which accords with expectation based upon general primate psychophysics. Our findings implicate simple visual cues in the guidance of perception amidst natural noise, and highlight the potential for informing human vision via a fusion between psychophysical modelling and real-world behaviour. © 2017 The Author(s).
In the present day Mandarin Chinese has become a commonly taught language in the U.S. Mandarin is widely taught in colleges and universities; K-12 Chinese programs, including immersion programs, have also grown rapidly. However, to date little research has been conducted on the latter programs. This study examines immersion programs in elementary…
Plough, Jean Margaret
United States students' science test scores are low, especially in problem solving, and traditional science instruction could be improved. Consequently, visual thinking, constructing science structures, and problem solving in a web-based environment may be valuable strategies for improving science learning. This ethnographic study examined the science learning of fifteen fourth grade students in an after school computer club involving diverse students at an inner city school. The investigation was done from the perspective of the students, and it described the processes of visual thinking, web page construction, and problem solving in a web-based environment. The study utilized informal group interviews, field notes, Visual Learning Logs, and student web pages, and incorporated a Standards-Based Rubric which evaluated students' performance on eight science and technology standards. The Visual Learning Logs were drawings done on the computer to represent science concepts related to the Food Chain. Students used the internet to search for information on a plant or animal of their choice. Next, students used this internet information, with the information from their Visual Learning Logs, to make web pages on their plant or animal. Later, students linked their web pages to form Science Structures. Finally, students linked their Science Structures with the structures of other students, and used these linked structures as models for solving problems. Further, during informal group interviews, students answered questions about visual thinking, problem solving, and science concepts. The results of this study showed clearly that (1) making visual representations helped students understand science knowledge, (2) making links between web pages helped students construct Science Knowledge Structures, and (3) students themselves said that visual thinking helped them learn science. In addition, this study found that when using Visual Learning Logs, the main overall ideas of the
Napolitano, Rebecca; Blyth, Anna; Glisic, Branko
Visualization of sensor networks, data, and metadata is becoming one of the most pivotal aspects of the structural health monitoring (SHM) process. Without the ability to communicate efficiently and effectively between disparate groups working on a project, an SHM system can be underused, misunderstood, or even abandoned. For this reason, this work seeks to evaluate visualization techniques in the field, identify flaws in current practices, and devise a new method for visualizing and accessing SHM data and metadata in 3D. More precisely, the work presented here reflects a method and digital workflow for integrating SHM sensor networks, data, and metadata into a virtual reality environment by combining spherical imaging and informational modeling. Both intuitive and interactive, this method fosters communication on a project enabling diverse practitioners of SHM to efficiently consult and use the sensor networks, data, and metadata. The method is presented through its implementation on a case study, Streicker Bridge at Princeton University campus. To illustrate the efficiency of the new method, the time and data file size were compared to other potential methods used for visualizing and accessing SHM sensor networks, data, and metadata in 3D. Additionally, feedback from civil engineering students familiar with SHM is used for validation. Recommendations on how different groups working together on an SHM project can create SHM virtual environment and convey data to proper audiences, are also included. PMID:29337877
Napolitano, Rebecca; Blyth, Anna; Glisic, Branko
Visualization of sensor networks, data, and metadata is becoming one of the most pivotal aspects of the structural health monitoring (SHM) process. Without the ability to communicate efficiently and effectively between disparate groups working on a project, an SHM system can be underused, misunderstood, or even abandoned. For this reason, this work seeks to evaluate visualization techniques in the field, identify flaws in current practices, and devise a new method for visualizing and accessing SHM data and metadata in 3D. More precisely, the work presented here reflects a method and digital workflow for integrating SHM sensor networks, data, and metadata into a virtual reality environment by combining spherical imaging and informational modeling. Both intuitive and interactive, this method fosters communication on a project enabling diverse practitioners of SHM to efficiently consult and use the sensor networks, data, and metadata. The method is presented through its implementation on a case study, Streicker Bridge at Princeton University campus. To illustrate the efficiency of the new method, the time and data file size were compared to other potential methods used for visualizing and accessing SHM sensor networks, data, and metadata in 3D. Additionally, feedback from civil engineering students familiar with SHM is used for validation. Recommendations on how different groups working together on an SHM project can create SHM virtual environment and convey data to proper audiences, are also included.
Zhou, Yang; Wu, Dewei
It is an important content to generate visual place cells (VPCs) in the field of bioinspired navigation. By analyzing the firing characteristic of biological place cells and the existing methods for generating VPCs, a model of generating visual place cells based on environment perception and similar measure is abstracted in this paper. VPCs' generation process is divided into three phases, including environment perception, similar measure, and recruiting of a new place cell. According to this process, a specific method for generating VPCs is presented. External reference landmarks are obtained based on local invariant characteristics of image and a similar measure function is designed based on Euclidean distance and Gaussian function. Simulation validates the proposed method is available. The firing characteristic of the generated VPCs is similar to that of biological place cells, and VPCs' firing fields can be adjusted flexibly by changing the adjustment factor of firing field (AFFF) and firing rate's threshold (FRT).
It is an important content to generate visual place cells (VPCs) in the field of bioinspired navigation. By analyzing the firing characteristic of biological place cells and the existing methods for generating VPCs, a model of generating visual place cells based on environment perception and similar measure is abstracted in this paper. VPCs' generation process is divided into three phases, including environment perception, similar measure, and recruiting of a new place cell. According to this process, a specific method for generating VPCs is presented. External reference landmarks are obtained based on local invariant characteristics of image and a similar measure function is designed based on Euclidean distance and Gaussian function. Simulation validates the proposed method is available. The firing characteristic of the generated VPCs is similar to that of biological place cells, and VPCs' firing fields can be adjusted flexibly by changing the adjustment factor of firing field (AFFF) and firing rate's threshold (FRT). PMID:27597859
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.
Young, L. R.; Kenyon, R. V.; Oman, C. M.
The etiology of space motion sickness and the underlying physiological mechanisms associated with spatial orientation in a space environment were investigated. Human psychophysical experiments were used as the basis for the research concerning the interaction of visual and vestibular cues in the development of motion sickness. Particular emphasis is placed on the conflict theory in terms of explaining these interactions. Research on the plasticity of the vestibulo-ocular reflex is discussed.
Kraemer, David J.M.; Schinazi, Victor R.; Cawkwell, Philip B.; Tekriwal, Anand; Epstein, Russell A.; Thompson-Schill, Sharon L.
Using novel virtual cities, we investigated the influence of verbal and visual strategies on the encoding of navigation-relevant information in a large-scale virtual environment. In two experiments, participants watched videos of routes through four virtual cities and were subsequently tested on their memory for observed landmarks and on their ability to make judgments regarding the relative directions of the different landmarks along the route. In the first experiment, self-report questionnaires measuring visual and verbal cognitive styles were administered to examine correlations between cognitive styles, landmark recognition, and judgments of relative direction. Results demonstrate a tradeoff in which the verbal cognitive style is more beneficial for recognizing individual landmarks than for judging relative directions between them, whereas the visual cognitive style is more beneficial for judging relative directions than for landmark recognition. In a second experiment, we manipulated the use of verbal and visual strategies by varying task instructions given to separate groups of participants. Results confirm that a verbal strategy benefits landmark memory, whereas a visual strategy benefits judgments of relative direction. The manipulation of strategy by altering task instructions appears to trump individual differences in cognitive style. Taken together, we find that processing different details during route encoding, whether due to individual proclivities (Experiment 1) or task instructions (Experiment 2), results in benefits for different components of navigation relevant information. These findings also highlight the value of considering multiple sources of individual differences as part of spatial cognition investigations. PMID:27668486
Chung, Wen-Sung; Marshall, N. Justin
In common with their major competitors, the fish, squid are fast moving visual predators that live over a great range of depths in the ocean. Both squid and fish show a variety of adaptations with respect to optical properties, receptors and their underlying neural circuits, and these adaptations are often linked to the light conditions of their specific niche. In contrast to the extensive investigations of adaptive strategies in fish, vision in response to the varying quantity and quality of available light, our knowledge of visual adaptations in squid remains sparse. This study therefore undertook a comparative study of visual adaptations and capabilities in a number of squid species collected between 0 and 1,200 m. Histology, magnetic resonance imagery (MRI), and depth distributions were used to compare brains, eyes, and visual capabilities, revealing that the squid eye designs reflect the lifestyle and the versatility of neural architecture in its visual system. Tubular eyes and two types of regional retinal deformation were identified and these eye modifications are strongly associated with specific directional visual tasks. In addition, a combination of conventional and immuno-histology demonstrated a new form of a complex retina possessing two inner segment layers in two mid-water squid species which they rhythmically move across a broad range of depths (50–1,000 m). In contrast to their relatives with the regular single-layered inner segment retina live in the upper mesopelagic layer (50–400 m), the new form of retinal interneuronal layers suggests that the visual sensitivity of these two long distance vertical migrants may increase in response to dimmer environments. PMID:28286484
Center for Learning and Memory , The University of Texas at Austin, 100 E 24th Street, Stop C7000, Austin, TX 78712, USA email@example.com Received: 18...information from fMRI data obtained in a realistic virtual environment. Front. Hum. Neurosci. 9:327. doi: 10.3389/fnhum.2015.00327 Accurately decoding...visual information from fMRI data obtained in a realistic virtual environment Andrew Floren 1*, Bruce Naylor 2, Risto Miikkulainen 3 and David Ress 4
Misker, Jan M. V.; van der Ster, Jelle
Creating a mixed reality experience is a complicated endeavour. From our practice as a media lab in the artistic domain we found that engineering is “only” a first step in creating a mixed reality experience. Designing the appearance and directing the user experience are equally important for creating an engaging, immersive experience. We found that mixed reality artworks provide a very good test bed for studying these topics. This chapter details three steps required for authoring mixed reality experiences: engineering, designing and directing. We will describe a platform (VGE) for creating mixed reality environments that incorporates these steps. A case study (EI4) is presented in which this platform was used to not only engineer the system, but in which an artist was given the freedom to explore the artistic merits of mixed reality as an artistic medium, which involved areas such as the look and feel, multimodal experience and interaction, immersion as a subjective emotion and game play scenarios.
Pariser, O.; Calef, F.; Manning, E. M.; Ardulov, V.
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.
Brooke-Wavell, K; Perrett, L K; Howarth, P A; Haslam, R A
A poor postural stability in older people is associated with an increased risk of falling. It is recognized that visual environment factors (such as poor lighting and repeating patterns on escalators) may contribute to falls, but little is known about the effects of the visual environment on postural stability in the elderly. To determine whether the postural stability of older women (using body sway as a measure) differed under five different visual environment conditions. Subjects were 33 healthy women aged 65-76 years. Body sway was measured using an electronic force platform which identified the location of their centre of gravity every 0.05 s. Maximal lateral sway and anteroposterior sway were determined and the sway velocity calculated over 1-min trial periods. Body sway was measured under each of the following conditions: (1) normal laboratory lighting (186 lx); (2) moderate lighting (10 lx); (3) dim lighting (1 lx); (4) eyes closed, and (5) repeating pattern projected onto a wall. Each measure of the postural stability was significantly poorer in condition 4 (eyes closed) than in all other conditions. Anteroposterior sway was greater in condition 3 than in conditions 1 and 2, whilst the sway velocity was greater in condition 3 than in condition 2. Lateral sway did not differ significantly between different lighting levels (conditions 1-3). A projected repeating pattern (condition 5) did not significantly influence the postural stability relative to condition 1. The substantially greater body sway with eyes closed than with eyes open confirms the importance of vision in maintaining the postural stability. At the lowest light level, the body sway was significantly increased as compared with the other light levels, but was still substantially smaller than on closing the eyes. A projected repeating pattern did not influence the postural stability. Dim lighting levels and removing visual input appear to be associated with a poorer postural stability in older
Krueger, Evan; Messier, Erik; Linte, Cristian A.; Diaz, Gabriel
Recent advances in medical image acquisition allow for the reconstruction of anatomies with 3D, 4D, and 5D renderings. Nevertheless, standard anatomical and medical data visualization still relies heavily on the use of traditional 2D didactic tools (i.e., textbooks and slides), which restrict the presentation of image data to a 2D slice format. While these approaches have their merits beyond being cost effective and easy to disseminate, anatomy is inherently three-dimensional. By using 2D visualizations to illustrate more complex morphologies, important interactions between structures can be missed. In practice, such as in the planning and execution of surgical interventions, professionals require intricate knowledge of anatomical complexities, which can be more clearly communicated and understood through intuitive interaction with 3D volumetric datasets, such as those extracted from high-resolution CT or MRI scans. Open source, high quality, 3D medical imaging datasets are freely available, and with the emerging popularity of 3D display technologies, affordable and consistent 3D anatomical visualizations can be created. In this study we describe the design, implementation, and evaluation of one such interactive, stereoscopic visualization paradigm for human anatomy extracted from 3D medical images. A stereoscopic display was created by projecting the scene onto the lab floor using sequential frame stereo projection and viewed through active shutter glasses. By incorporating a PhaseSpace motion tracking system, a single viewer can navigate an augmented reality environment and directly manipulate virtual objects in 3D. While this paradigm is sufficiently versatile to enable a wide variety of applications in need of 3D visualization, we designed our study to work as an interactive game, which allows users to explore the anatomy of various organs and systems. In this study we describe the design, implementation, and evaluation of an interactive and stereoscopic
Jiang, Yanhua; Xiong, Guangming; Chen, Huiyan; Lee, Dah-Jye
This paper presents a monocular visual odometry algorithm that incorporates a wheeled vehicle model for ground vehicles. The main innovation of this algorithm is to use the single-track bicycle model to interpret the relationship between the yaw rate and side slip angle, which are the two most important parameters that describe the motion of a wheeled vehicle. Additionally, the pitch angle is also considered since the planar-motion hypothesis often fails due to the dynamic characteristics of wheel suspensions and tires in real-world environments. Linearization is used to calculate a closed-form solution of the motion parameters that works as a hypothesis generator in a RAndom SAmple Consensus (RANSAC) scheme to reduce the complexity in solving equations involving trigonometric. All inliers found are used to refine the winner solution through minimizing the reprojection error. Finally, the algorithm is applied to real-time on-board visual localization applications. Its performance is evaluated by comparing against the state-of-the-art monocular visual odometry methods using both synthetic data and publicly available datasets over several kilometers in dynamic outdoor environments. PMID:25256109
Rogerson, Mike; Barton, Jo
Green exercise research often reports psychological health outcomes without rigorously controlling exercise. This study examines effects of visual exercise environments on directed attention, perceived exertion and time to exhaustion, whilst measuring and controlling the exercise component. Participants completed three experimental conditions in a randomized counterbalanced order. Conditions varied by video content viewed (nature; built; control) during two consistently-ordered exercise bouts (Exercise 1: 60% VO2peakInt for 15-mins; Exercise 2: 85% VO2peakInt to voluntary exhaustion). In each condition, participants completed modified Backwards Digit Span tests (a measure of directed attention) pre- and post-Exercise 1. Energy expenditure, respiratory exchange ratio and perceived exertion were measured during both exercise bouts. Time to exhaustion in Exercise 2 was also recorded. There was a significant time by condition interaction for Backwards Digit Span scores (F2,22 = 6.267, p = 0.007). Scores significantly improved in the nature condition (p < 0.001) but did not in the built or control conditions. There were no significant differences between conditions for either perceived exertion or physiological measures during either Exercise 1 or Exercise 2, or for time to exhaustion in Exercise 2. This was the first study to demonstrate effects of controlled exercise conducted in different visual environments on post-exercise directed attention. Via psychological mechanisms alone, visual nature facilitates attention restoration during moderate-intensity exercise. PMID:26133125
Rogerson, Mike; Barton, Jo
Green exercise research often reports psychological health outcomes without rigorously controlling exercise. This study examines effects of visual exercise environments on directed attention, perceived exertion and time to exhaustion, whilst measuring and controlling the exercise component. Participants completed three experimental conditions in a randomized counterbalanced order. Conditions varied by video content viewed (nature; built; control) during two consistently-ordered exercise bouts (Exercise 1: 60% VO2peakInt for 15-mins; Exercise 2: 85% VO2peakInt to voluntary exhaustion). In each condition, participants completed modified Backwards Digit Span tests (a measure of directed attention) pre- and post-Exercise 1. Energy expenditure, respiratory exchange ratio and perceived exertion were measured during both exercise bouts. Time to exhaustion in Exercise 2 was also recorded. There was a significant time by condition interaction for Backwards Digit Span scores (F2,22 = 6.267, p = 0.007). Scores significantly improved in the nature condition (p < 0.001) but did not in the built or control conditions. There were no significant differences between conditions for either perceived exertion or physiological measures during either Exercise 1 or Exercise 2, or for time to exhaustion in Exercise 2. This was the first study to demonstrate effects of controlled exercise conducted in different visual environments on post-exercise directed attention. Via psychological mechanisms alone, visual nature facilitates attention restoration during moderate-intensity exercise.
Lyulko, Oleksandra V; Randers-Pehrson, Gerhard; Brenner, David J
A novel technique for label-free imaging of live biological cells in aqueous medium that is insensitive to ambient vibrations is presented. This technique is a spin-off from previously developed immersion Mirau interferometry. Both approaches utilize a modified Mirau interferometric attachment for a microscope objective that can be used both in air and in immersion mode, when the device is submerged in cell medium and has its internal space filled with liquid. While immersion Mirau interferometry involves first capturing a series of images, the resulting images are potentially distorted by ambient vibrations. Overcoming these serial-acquisition challenges, simultaneous immersion Mirau interferometry incorporates polarizing elements into the optics to allow simultaneous acquisition of two interferograms. The system design and production are described and images produced with the developed techniques are presented.
Lyulko, Oleksandra V.; Randers-Pehrson, Gerhard; Brenner, David J.
A novel technique for label-free imaging of live biological cells in aqueous medium that is insensitive to ambient vibrations is presented. This technique is a spin-off from previously developed immersion Mirau interferometry. Both approaches utilize a modified Mirau interferometric attachment for a microscope objective that can be used both in air and in immersion mode, when the device is submerged in cell medium and has its internal space filled with liquid. While immersion Mirau interferometry involves first capturing a series of images, the resulting images are potentially distorted by ambient vibrations. Overcoming these serial-acquisition challenges, simultaneous immersion Mirau interferometry incorporates polarizing elements into the optics to allow simultaneous acquisition of two interferograms. The system design and production are described and images produced with the developed techniques are presented. PMID:23742552
Desgraz, Benoît; Sartori, Claudio; Saubade, Mathieu; Héritier, Francis; Gabus, Vincent
Immersion pulmonary edema may occur during scuba diving, snorke-ling or swimming. It is a rare and often recurrent disease, mainly affecting individuals aged over 50 with high blood pressure. However it also occurs in young individuals with a healthy heart. The main symptoms are dyspnea, cough and hemoptysis. The outcome is often favorable under oxygen treatment but deaths are reported. A cardiac and pulmonary assessment is necessary to evaluate the risk of recurrence and possible contraindications to immersion.
Elvan-Taşpinar, Ayten; Franx, Arie; Delprat, Constance C; Bruinse, Hein W; Koomans, Hein A
Preeclampsia is associated with profound vasoconstriction in most organ systems and reduced plasma volume. Because water immersion produces a marked central redistribution of blood volume and suppresses the renin-angiotensin system response and sympathetic activity, we hypothesized that water immersion might be useful in the treatment of preeclampsia. The effects of thermoneutral water immersion for 3 hours on central and peripheral hemodynamics were evaluated in 7 preeclamptic patients, 7 normal pregnant control patients, and 7 nonpregnant women. Finger plethysmography was used to determine hemodynamic measurements (cardiac output and total peripheral resistance), and forearm blood flow was measured by strain gauge plethysmography. Postischemic hyperemia was used to determine endothelium-dependent vasodilation. Analysis was by analysis of variance for repeated measurements. During water immersion cardiac output increased while diastolic blood pressure and heart rate decreased, although systolic blood pressure remained unchanged in each group. Forearm blood flow increased significantly in the normal pregnant and preeclamptic subjects. Total peripheral resistance decreased in all groups, but values in preeclamptic patients remained above those of normotensive pregnant women. Water immersion had no effect on endothelium-dependent vasodilation in the preeclamptic group, and most hemodynamic changes that were observed reversed to baseline within 2 hours of completion of the procedure. Although water immersion results in hemodynamic alterations in a manner that is theoretically therapeutic for women with preeclampsia, the effect was limited and short-lived. In addition water immersion had no effect on endothelium-dependent vasodilation in women with preeclampsia. The therapeutic potential for water immersion in preeclampsia appears to be limited.
Bancroft, Gordon V.; Merritt, Fergus J.; Plessel, Todd C.; Kelaita, Paul G.; Mccabe, R. Kevin
Three-dimensional, unsteady, multi-zoned fluid dynamics simulations over full scale aircraft are typical of the problems being investigated at NASA Ames' Numerical Aerodynamic Simulation (NAS) facility on CRAY2 and CRAY-YMP supercomputers. With multiple processor workstations available in the 10-30 Mflop range, we feel that these new developments in scientific computing warrant a new approach to the design and implementation of analysis tools. These larger, more complex problems create a need for new visualization techniques not possible with the existing software or systems available as of this writing. The visualization techniques will change as the supercomputing environment, and hence the scientific methods employed, evolves even further. The Flow Analysis Software Toolkit (FAST), an implementation of a software system for fluid mechanics analysis, is discussed.
Soules, Maureen Jeanette
The purpose of this study was to examine the relationship between employees' acoustic and visual privacy issues and their perceived satisfaction in their open office work environments while in focus work mode. The study examined the Science Teaching Student Services Building at the University of Minnesota Minneapolis. The building houses instructional classrooms and administrative offices that service UMN students. The Sustainable Post-Occupancy Evaluation Survey was used to collect data on overall privacy conditions, acoustic and visual privacy conditions, and employees' perceived privacy conditions while in their primary workplace. Paired T-tests were used to analyze the relationships between privacy conditions and employees' perceptions of privacy. All hypotheses are supported indicating that the privacy variables are correlated to the employees' perception of satisfaction within the primary workplace. The findings are important because they can be used to inform business leaders, designers, educators and future research in the field of office design.
Phyllanthus muellerianus and C6H15NO3 synergistic effects on 0.5 M H2SO4-immersed steel-reinforced concrete: Implication for clean corrosion-protection of wind energy structures in industrial environment
Okeniyi, Joshua Olusegun; Omotosho, Olugbenga Adeshola; Popoola, Abimbola Patricia Idowu; Loto, Cleophas Akintoye
This paper investigates Phyllanthus muellerianus leaf-extract and C6H15NO3 (triethanolamine: TEA) synergistic effects on reinforcing-steel corrosion-inhibition and the compressive-strength of steel-reinforced concrete immersed in 0.5 M H2SO4. This is to assess suitability of the synergistic admixture usage for wind-energy steel-reinforced concrete structures designed for industrial environments. Steel-reinforced concrete specimens were admixed with individual and synergistic designs of Phyllanthus muellerianus leaf-extract and C6H15NO3 admixtures and immersed in the 0.5 M H2SO4. Electrochemical monitoring of corrosion potential, as per ASTM C876-91 R99, and corrosion current were obtained and statistically analysed, as per ASTM G16-95 R04, for modelling noise resistance. Post-immersion compressive-strength testing then followed, as per ASTM C39/C39M-03, for detailing the admixture effect on load-bearing strength of the steel-reinforced concrete specimens. Results showed that while individual Phyllanthus muellerianus leaf-extract concentrations exhibited better inhibition-efficiency performance than C6H15NO3, synergistic additions of C6H15NO3 to Phyllanthus muellerianus leaf-extract improved steel-rebar corrosion-inhibition. Thus, 6 g Phyllanthus muellerianus + 2 g C6H15NO3 synergistically improved inhibition-efficiency to η = 84.17%, from η = 55.28% by the optimal chemical or from η = 74.72% by the optimal plant-extract admixtures. The study also established that improved compressive strength of steel-reinforced concrete with acceptable inhibition of the steel-rebar corrosion could be attained through optimal combination of the Phyllanthus muellerianus leaf-extract and C6H15NO3 admixtures.
Dickinson, A. W. L.; Mousavi, P.; Gobbi, D. G.; Abolmaesumi, P.
The Insight Segmentation and Registration Toolkit (ITK) is a long-established, software package used for image analysis, visualization, and image-guided surgery applications. This package is a collection of C++ libraries, that can pose usability problems for users without C++ programming experience. To bridge the gap between the programming complexities and the required learning curve of ITK, we present a higher-level visual programming environment that represents ITK methods and classes by wrapping them into "blocks" within MATLAB's visual programming environment, Simulink. These blocks can be connected to form workflows: visual schematics that closely represent the structure of a C++ program. Due to the heavily C++ templated nature of ITK, direct interaction between Simulink and ITK requires an intermediary to convert their respective datatypes and allow intercommunication. We have developed a "Virtual Block" that serves as an intermediate wrapper around the ITK class and is responsible for resolving the templated datatypes used by ITK to native types used by Simulink. Presently, the wrapping procedure for SimITK is semi-automatic in that it requires XML descriptions of the ITK classes as a starting point, as this data is used to create all other necessary integration files. The generation of all source code and object code from the XML is done automatically by a CMake build script that yields Simulink blocks as the final result. An example 3D segmentation workflow using cranial-CT data as well as a 3D MR-to-CT registration workflow are presented as a proof-of-concept.
Ellis, Stephen R.; Adelstein, Bernard D.
Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.
Brayfield, Brad P.
The navigation of bees and ants from hive to food and back has captivated people for more than a century. Recently, the Navigation by Scene Familiarity Hypothesis (NSFH) has been proposed as a parsimonious approach that is congruent with the limited neural elements of these insects’ brains. In the NSFH approach, an agent completes an initial training excursion, storing images along the way. To retrace the path, the agent scans the area and compares the current scenes to those previously experienced. By turning and moving to minimize the pixel-by-pixel differences between encountered and stored scenes, the agent is guided along the path without having memorized the sequence. An important premise of the NSFH is that the visual information of the environment is adequate to guide navigation without aliasing. Here we demonstrate that an image landscape of an indoor setting possesses ample navigational information. We produced a visual landscape of our laboratory and part of the adjoining corridor consisting of 2816 panoramic snapshots arranged in a grid at 12.7-cm centers. We show that pixel-by-pixel comparisons of these images yield robust translational and rotational visual information. We also produced a simple algorithm that tracks previously experienced routes within our lab based on an insect-inspired scene familiarity approach and demonstrate that adequate visual information exists for an agent to retrace complex training routes, including those where the path’s end is not visible from its origin. We used this landscape to systematically test the interplay of sensor morphology, angles of inspection, and similarity threshold with the recapitulation performance of the agent. Finally, we compared the relative information content and chance of aliasing within our visually rich laboratory landscape to scenes acquired from indoor corridors with more repetitive scenery. PMID:27119720
Bornhoft, J M; Strabala, K W; Wortman, T D; Lehman, A C; Oleynikov, D; Farritor, S M
The objective of this research is to study the effectiveness of using a stereoscopic visualization system for performing remote surgery. The use of stereoscopic vision has become common with the advent of the da Vinci® system (Intuitive, Sunnyvale CA). This system creates a virtual environment that consists of a 3-D display for visual feedback and haptic tactile feedback, together providing an intuitive environment for remote surgical applications. This study will use simple in vivo robotic surgical devices and compare the performance of surgeons using the stereoscopic interfacing system to the performance of surgeons using one dimensional monitors. The stereoscopic viewing system consists of two cameras, two monitors, and four mirrors. The cameras are mounted to a multi-functional miniature in vivo robot; and mimic the depth perception of the actual human eyes. This is done by placing the cameras at a calculated angle and distance apart. Live video streams from the left and right cameras are displayed on the left and right monitors, respectively. A system of angled mirrors allows the left and right eyes to see the video stream from the left and right monitor, respectively, creating the illusion of depth. The haptic interface consists of two PHANTOM Omni® (SensAble, Woburn Ma) controllers. These controllers measure the position and orientation of a pen-like end effector with three degrees of freedom. As the surgeon uses this interface, they see a 3-D image and feel force feedback for collision and workspace limits. The stereoscopic viewing system has been used in several surgical training tests and shows a potential improvement in depth perception and 3-D vision. The haptic system accurately gives force feedback that aids in surgery. Both have been used in non-survival animal surgeries, and have successfully been used in suturing and gallbladder removal. Bench top experiments using the interfacing system have also been conducted. A group of participants completed
Portalés, Cristina; Lerma, José Luis; Navarro, Santiago
Close-range photogrammetry is based on the acquisition of imagery to make accurate measurements and, eventually, three-dimensional (3D) photo-realistic models. These models are a photogrammetric product per se. They are usually integrated into virtual reality scenarios where additional data such as sound, text or video can be introduced, leading to multimedia virtual environments. These environments allow users both to navigate and interact on different platforms such as desktop PCs, laptops and small hand-held devices (mobile phones or PDAs). In very recent years, a new technology derived from virtual reality has emerged: Augmented Reality (AR), which is based on mixing real and virtual environments to boost human interactions and real-life navigations. The synergy of AR and photogrammetry opens up new possibilities in the field of 3D data visualization, navigation and interaction far beyond the traditional static navigation and interaction in front of a computer screen. In this paper we introduce a low-cost outdoor mobile AR application to integrate buildings of different urban spaces. High-accuracy 3D photo-models derived from close-range photogrammetry are integrated in real (physical) urban worlds. The augmented environment that is presented herein requires for visualization a see-through video head mounted display (HMD), whereas user's movement navigation is achieved in the real world with the help of an inertial navigation sensor. After introducing the basics of AR technology, the paper will deal with real-time orientation and tracking in combined physical and virtual city environments, merging close-range photogrammetry and AR. There are, however, some software and complex issues, which are discussed in the paper.
Berry, Meredith S.; Repke, Meredith A.; Nickerson, Norma P.; Conway, Lucian G.; Odum, Amy L.; Jordan, Kerry E.
Impulsivity in delay discounting is associated with maladaptive behaviors such as overeating and drug and alcohol abuse. Researchers have recently noted that delay discounting, even when measured by a brief laboratory task, may be the best predictor of human health related behaviors (e.g., exercise) currently available. Identifying techniques to decrease impulsivity in delay discounting, therefore, could help improve decision-making on a global scale. Visual exposure to natural environments is one recent approach shown to decrease impulsive decision-making in a delay discounting task, although the mechanism driving this result is currently unknown. The present experiment was thus designed to evaluate not only whether visual exposure to natural (mountains, lakes) relative to built (buildings, cities) environments resulted in less impulsivity, but also whether this exposure influenced time perception. Participants were randomly assigned to either a natural environment condition or a built environment condition. Participants viewed photographs of either natural scenes or built scenes before and during a delay discounting task in which they made choices about receiving immediate or delayed hypothetical monetary outcomes. Participants also completed an interval bisection task in which natural or built stimuli were judged as relatively longer or shorter presentation durations. Following the delay discounting and interval bisection tasks, additional measures of time perception were administered, including how many minutes participants thought had passed during the session and a scale measurement of whether time "flew" or "dragged" during the session. Participants exposed to natural as opposed to built scenes were less impulsive and also reported longer subjective session times, although no differences across groups were revealed with the interval bisection task. These results are the first to suggest that decreased impulsivity from exposure to natural as opposed to built
White, Keith D.; Shuman, D.; Krantz, J. H.; Woods, C. B.; Kuntz, L. A.
In the present paper, we explore effects on the human of exposure to a visual virtual environment which has been enslaved to simulate the human user's head movements or eye movements. Specifically, we have studied the capacity of our experimental subjects to maintain stable spatial orientation in the context of moving their entire visible surroundings by using the parameters of the subjects' natural movements. Our index of the subjects' spatial orientation was the extent of involuntary sways of the body while attempting to stand still, as measured by translations and rotations of the head. We also observed, informally, their symptoms of motion sickness.
Antonios, Danelakis; Dimitrios, Verganelakis A; Theoharis, Theoharis
In this paper a novel, user friendly visual environment for Breast MRI Data Analysis is presented (BreDAn). Given planar MRI images before and after IV contrast medium injection, BreDAn generates kinematic graphs, color maps of signal increase and decrease and finally detects high risk breast areas. The advantage of BreDAn, which has been validated and tested successfully, is the automation of the radiodiagnostic process in an accurate and reliable manner. It can potentially facilitate radiologists' workload. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
Young, L. R.
Progress in the development of a cohesive theory of the underlying physiological mechanisms associated with spatial orientation in unusual environments is described. Results can be applied to providing means of preventing and/or minimizing the space motion sickness which has been observed during prolonged space missions. Three major areas were investigated: (1) the interaction of visual and vestibular cues in conflict in the human, (2) the plasticity of the vestibulo-ocular reflex in monkeys, and (3) end organ function in the ray with particular emphasis on the effect of ionic concentration.
Syed, Mustafa H; Karpinets, Tatiana V; Leuze, Michael R; Kora, Guruprasad H; Romine, Margaret R; Uberbacher, Edward C
Shewanella oneidensis MR-1 is an important model organism for environmental research as it has an exceptional metabolic and respiratory versatility regulated by a complex regulatory network. We have developed a database to collect experimental and computational data relating to regulation of gene and protein expression, and, a visualization environment that enables integration of these data types. The regulatory information in the database includes predictions of DNA regulator binding sites, sigma factor binding sites, transcription units, operons, promoters, and RNA regulators including non-coding RNAs, riboswitches, and different types of terminators. Availability http://shewanella-knowledgebase.org:8080/Shewanella/gbrowserLanding.jsp PMID:20198195
Kurczak, John Jason
The purpose of this thesis is to propose an alternative type of interface for mobile software being used while walking or running. Our work addresses the problem of visual user interfaces for mobile software be- ing potentially unsafe for pedestrians, and not being very immersive when used for location-based games. In addition, location-based games and applications can be dif- ficult to develop when directly interfacing with the sensors used to track the user's location. These problems need to be addressed because portable computing devices are be- coming a popular tool for navigation, playing games, and accessing the internet while walking. This poses a safety problem for mobile users, who may be paying too much attention to their device to notice and react to hazards in their environment. The difficulty of developing location-based games and other location-aware applications may significantly hinder the prevalence of applications that explore new interaction techniques for ubiquitous computing. We created the TREC toolkit to address the issues with tracking sensors while developing location-based games and applications. We have developed functional location-based applications with TREC to demonstrate the amount of work that can be saved by using this toolkit. In order to have a safer and more immersive alternative to visual interfaces, we have developed ambient audio interfaces for use with mobile applications. Ambient audio uses continuous streams of sound over headphones to present information to mobile users without distracting them from walking safely. In order to test the effectiveness of ambient audio, we ran a study to compare ambient audio with handheld visual interfaces in a location-based game. We compared players' ability to safely navigate the environment, their sense of immersion in the game, and their performance at the in-game tasks. We found that ambient audio was able to significantly increase players' safety and sense of immersion compared to a
Watari, S.; Morikawa, Y.; Yamamoto, K.; Inoue, S.; Tsubouchi, K.; Fukazawa, K.; Kimura, E.; Tatebe, O.; Kato, H.; Shimojo, S.; Murata, K. T.
Schwartz, Richard J.; Fleming, Gary A.
This paper addresses LiveView3D, a software package and associated data visualization system for use in the aerospace testing environment. The LiveView3D system allows researchers to graphically view data from numerous wind tunnel instruments in real time in an interactive virtual environment. The graphical nature of the LiveView3D display provides researchers with an intuitive view of the measurement data, making it easier to interpret the aerodynamic phenomenon under investigation. LiveView3D has been developed at the NASA Langley Research Center and has been applied in the Langley Unitary Plan Wind Tunnel (UPWT). This paper discusses the capabilities of the LiveView3D system, provides example results from its application in the UPWT, and outlines features planned for future implementation.
Sargent, R.; Egge, M.; Dille, P. S.; O'Donnell, G. D.; Herwig, C.
Visual evidence ignites curiosity and inspires advocacy. Zoomable imagery and video on a planetary scale provides compelling evidence of human impact on the environment. Earth Timelapse places the observable impact of 30+ years of human activity into the hands of policy makers, scientists, and advocates, with fluidity and speed that supports inquiry and exploration. Zoomability enables compelling narratives and ready apprehension of environmental changes, connecting human-scale evidence to regional and ecosystem-wide trends and changes. Leveraging the power of Google Earth Engine, join us to explore 30+ years of Landset 30m RGB imagery showing glacial retreat, agricultural deforestation, irrigation expansion, and the disappearance of lakes. These narratives are enriched with datasets showing planetary forest gain/loss, annual cycles of agricultural fires, global changes in the health of coral reefs, trends in resource extraction, and of renewable energy development. We demonstrate the intuitive and inquiry-enabling power of these planetary visualizations, and provide instruction on how scientists and advocates can create and share or contribute visualizations of their own research or topics of interest.
Kasuga, Shoko; Telgen, Sebastian; Ushiba, Junichi; Nozaki, Daichi; Diedrichsen, Jörn
When we learn a novel task, the motor system needs to acquire both feedforward and feedback control. Currently, little is known about how the learning of these two mechanisms relate to each other. In the present study, we tested whether feedforward and feedback control need to be learned separately, or whether they are learned as common mechanism when a new control policy is acquired. Participants were trained to reach to two lateral and one central target in an environment with mirror (left-right)-reversed visual feedback. One group was allowed to make online movement corrections, whereas the other group only received visual information after the end of the movement. Learning of feedforward control was assessed by measuring the accuracy of the initial movement direction to lateral targets. Feedback control was measured in the responses to sudden visual perturbations of the cursor when reaching to the central target. Although feedforward control improved in both groups, it was significantly better when online corrections were not allowed. In contrast, feedback control only adaptively changed in participants who received online feedback and remained unchanged in the group without online corrections. Our findings suggest that when a new control policy is acquired, feedforward and feedback control are learned separately, and that there may be a trade-off in learning between feedback and feedforward controllers. Copyright © 2015 the American Physiological Society.
Kasuga, Shoko; Telgen, Sebastian; Ushiba, Junichi; Nozaki, Daichi
When we learn a novel task, the motor system needs to acquire both feedforward and feedback control. Currently, little is known about how the learning of these two mechanisms relate to each other. In the present study, we tested whether feedforward and feedback control need to be learned separately, or whether they are learned as common mechanism when a new control policy is acquired. Participants were trained to reach to two lateral and one central target in an environment with mirror (left-right)-reversed visual feedback. One group was allowed to make online movement corrections, whereas the other group only received visual information after the end of the movement. Learning of feedforward control was assessed by measuring the accuracy of the initial movement direction to lateral targets. Feedback control was measured in the responses to sudden visual perturbations of the cursor when reaching to the central target. Although feedforward control improved in both groups, it was significantly better when online corrections were not allowed. In contrast, feedback control only adaptively changed in participants who received online feedback and remained unchanged in the group without online corrections. Our findings suggest that when a new control policy is acquired, feedforward and feedback control are learned separately, and that there may be a trade-off in learning between feedback and feedforward controllers. PMID:26245313
Wang, Li; Xiong, Jing; You, Kuokuo
In this paper, a method of collision detection is introduced, and the theory of three-dimensional modeling of underground buildings and urban rail lines is realized by rapidly extracting the buildings that are in conflict with the track area in the 3D visualization environment. According to the characteristics of the buildings, CSG and B-rep are used to model the buildings based on CSG and B-rep. On the basis of studying the modeling characteristics, this paper proposes to use the AABB level bounding volume method to detect the first conflict and improve the detection efficiency, and then use the triangular rapid intersection detection algorithm to detect the conflict, and finally determine whether the building collides with the track area. Through the algorithm of this paper, we can quickly extract buildings colliding with the influence area of the track line, so as to help the line design, choose the best route and calculate the cost of land acquisition in the three-dimensional visualization environment.
Rahman, Samiur; Ullah, Sana; Ullah, Sehat
Obstacle detection can improve the mobility as well as the safety of visually impaired people. In this paper, we present a system using mobile camera for visually impaired people. The proposed algorithm works in indoor environment and it uses a very simple technique of using few pre-stored floor images. In indoor environment all unique floor types are considered and a single image is stored for each unique floor type. These floor images are considered as reference images. The algorithm acquires an input image frame and then a region of interest is selected and is scanned for obstacle using pre-stored floor images. The algorithm compares the present frame and the next frame and compute mean square error of the two frames. If mean square error is less than a threshold value α then it means that there is no obstacle in the next frame. If mean square error is greater than α then there are two possibilities; either there is an obstacle or the floor type is changed. In order to check if the floor is changed, the algorithm computes mean square error of next frame and all stored floor types. If minimum of mean square error is less than a threshold value α then flour is changed otherwise there exist an obstacle. The proposed algorithm works in real-time and 96% accuracy has been achieved.
Su, T.; Liu, H.; Wang, W.; Song, Z.; Jia, Z.
As higher attention on the ocean and rapid development of marine detection, there are increasingly demands for realistic simulation and interactive visualization of marine environment in real time. Based on advanced technology such as GPU rendering, CUDA parallel computing and rapid grid oriented strategy, a series of efficient and high-quality visualization methods, which can deal with large-scale and multi-dimensional marine data in different environmental circumstances, has been proposed in this paper. Firstly, a high-quality seawater simulation is realized by FFT algorithm, bump mapping and texture animation technology. Secondly, large-scale multi-dimensional marine hydrological environmental data is virtualized by 3d interactive technologies and volume rendering techniques. Thirdly, seabed terrain data is simulated with improved Delaunay algorithm, surface reconstruction algorithm, dynamic LOD algorithm and GPU programming techniques. Fourthly, seamless modelling in real time for both ocean and land based on digital globe is achieved by the WebGL technique to meet the requirement of web-based application. The experiments suggest that these methods can not only have a satisfying marine environment simulation effect, but also meet the rendering requirements of global multi-dimension marine data. Additionally, a simulation system for underwater oil spill is established by OSG 3D-rendering engine. It is integrated with the marine visualization method mentioned above, which shows movement processes, physical parameters, current velocity and direction for different types of deep water oil spill particle (oil spill particles, hydrates particles, gas particles, etc.) dynamically and simultaneously in multi-dimension. With such application, valuable reference and decision-making information can be provided for understanding the progress of oil spill in deep water, which is helpful for ocean disaster forecasting, warning and emergency response.
Mronz, Markus; Lehmann, Fritz-Olaf
In the present study we investigated the behavioural strategies with which freely flying fruit flies (Drosophila) control their flight trajectories during active optomotor stimulation in a free-flight arena. We measured forward, turning and climbing velocities of single flies using high-speed video analysis and estimated the output of a 'Hassenstein-Reichardt' elementary motion detector (EMD) array and the fly's gaze to evaluate flight behaviour in response to a rotating visual panorama. In a stationary visual environment, flight is characterized by flight saccades during which the animals turn on average 120 degrees within 130 ms. In a rotating environment, the fly's behaviour typically changes towards distinct, concentric circular flight paths where the radius of the paths increases with increasing arena velocity. The EMD simulation suggests that this behaviour is driven by a rotation-sensitive EMD detector system that minimizes retinal slip on each compound eye, whereas an expansion-sensitive EMD system with a laterally centred visual focus potentially helps to achieve centring response on the circular flight path. We developed a numerical model based on force balance between horizontal, vertical and lateral forces that allows predictions of flight path curvature at a given locomotor capacity of the fly. The model suggests that turning flight in Drosophila is constrained by the production of centripetal forces needed to avoid side-slip movements. At maximum horizontal velocity this force may account for up to 70% of the fly's body weight during yaw turning. Altogether, our analyses are widely consistent with previous studies on Drosophila free flight and those on the optomotor response under tethered flight conditions.
Background Contemporary informatics and genomics research require efficient, flexible and robust management of large heterogeneous data, advanced computational tools, powerful visualization, reliable hardware infrastructure, interoperability of computational resources, and detailed data and analysis-protocol provenance. The Pipeline is a client-server distributed computational environment that facilitates the visual graphical construction, execution, monitoring, validation and dissemination of advanced data analysis protocols. Results This paper reports on the applications of the LONI Pipeline environment to address two informatics challenges - graphical management of diverse genomics tools, and the interoperability of informatics software. Specifically, this manuscript presents the concrete details of deploying general informatics suites and individual software tools to new hardware infrastructures, the design, validation and execution of new visual analysis protocols via the Pipeline graphical interface, and integration of diverse informatics tools via the Pipeline eXtensible Markup Language syntax. We demonstrate each of these processes using several established informatics packages (e.g., miBLAST, EMBOSS, mrFAST, GWASS, MAQ, SAMtools, Bowtie) for basic local sequence alignment and search, molecular biology data analysis, and genome-wide association studies. These examples demonstrate the power of the Pipeline graphical workflow environment to enable integration of bioinformatics resources which provide a well-defined syntax for dynamic specification of the input/output parameters and the run-time execution controls. Conclusions The LONI Pipeline environment http://pipeline.loni.ucla.edu provides a flexible graphical infrastructure for efficient biomedical computing and distributed informatics research. The interactive Pipeline resource manager enables the utilization and interoperability of diverse types of informatics resources. The Pipeline client
Simpson, L.A.; Cruse, C.W.
Chemical burns and pulmonary complications are the most common problems encountered in the patient immersed in gasoline. Our patient demonstrated a 46-percent total-body-surface area, partial-thickness chemical burn. Although he did not develop bronchitis or pneumonitis, he did display persistent atelectasis, laryngeal edema, and subsequent upper airway obstruction. This had not previously been reported in gasoline inhalation injuries. Hydrocarbon hepatitis secondary to the vascular endothelial damage is apparently a reversible lesion with no reported long-term sequelae. Gasoline immersion injuries may be a series multisystem injury and require the burn surgeon to take a multisystem approach to its diagnosis and treatment.
Wei, Liew Tze; Sazilah, Salam
This study investigated the effects of visual cues in multiple external representations (MER) environment on the learning performance of novices' program comprehension. Program codes and flowchart diagrams were used as dual representations in multimedia environment to deliver lessons on C-Programming. 17 field independent participants and 16 field…
Song, Peng; Xu, Shuhong; Fong, Wee Teck; Chin, Ching Ling; Chua, Gim Guan; Huang, Zhiyong
The development of new technologies has undoubtedly promoted the advances of modern education, among which Virtual Reality (VR) technologies have made the education more visually accessible for students. However, classroom education has been the focus of VR applications whereas not much research has been done in promoting sports education using VR technologies. In this paper, an immersive VR system is designed and implemented to create a more intuitive and visual way of teaching tennis. A scalable system architecture is proposed in addition to the hardware setup layout, which can be used for various immersive interactive applications such as architecture walkthroughs, military training simulations, other sports game simulations, interactive theaters, and telepresent exhibitions. Realistic interaction experience is achieved through accurate and robust hybrid tracking technology, while the virtual human opponent is animated in real time using shader-based skin deformation. Potential future extensions are also discussed to improve the teaching/learning experience.
Hassanzadeh, Iraj; Janabi-Sharifi, Farrokh
In this paper, a new open architecture for visual servo control tasks is illustrated. A Puma-560 robotic manipulator is used to prove the concept. This design enables doing hybrid forcehisual servo control in an unstructured environment in different modes. Also, it can be controlled through Internet in teleoperation mode using a haptic device. Our proposed structure includes two major parts, hardware and software. In terms of hardware, it consists of a master (host) computer, a slave (target) computer, a Puma 560 manipulator, a CCD camera, a force sensor and a haptic device. There are five DAQ cards, interfacing Puma 560 and a slave computer. An open architecture package is developed using Matlab (R), Simulink (R) and XPC target toolbox. This package has the Hardware-In-the-Loop (HIL) property, i.e., enables one to readily implement different configurations of force, visual or hybrid control in real time. The implementation includes the following stages. First of all, retrofitting of puma was carried out. Then a modular joint controller for Puma 560 was realized using Simulink (R). Force sensor driver and force control implementation were written, using sjknction blocks of Simulink (R). Visual images were captured through Image Acquisition Toolbox of Matlab (R), and processed using Image Processing Toolbox. A haptic device interface was also written in Simulink (R). Thus, this setup could be readily reconfigured and accommodate any other robotic manipulator and/or other sensors without the trouble of the external issues relevant to the control, interface and software, while providing flexibility in components modification.
Seeber, Bernhard U; Kerber, Stefan; Hafter, Ervin R
The article reports the experience gained from two implementations of the "Simulated Open-Field Environment" (SOFE), a setup that allows sounds to be played at calibrated levels over a wide frequency range from multiple loudspeakers in an anechoic chamber. Playing sounds from loudspeakers in the free-field has the advantage that each participant listens with their own ears, and individual characteristics of the ears are captured in the sound they hear. This makes an easy and accurate comparison between various listeners with and without hearing devices possible. The SOFE uses custom calibration software to assure individual equalization of each loudspeaker. Room simulation software creates the spatio-temporal reflection pattern of sound sources in rooms which is played via the SOFE loudspeakers. The sound playback system is complemented by a video projection facility which can be used to collect or give feedback or to study auditory-visual interaction. The article discusses acoustical and technical requirements for accurate sound playback against the specific needs in hearing research. An introduction to software concepts is given which allow easy, high-level control of the setup and thus fast experimental development, turning the SOFE into a "Swiss army knife" tool for auditory, spatial hearing and audio-visual research. Crown Copyright 2009. Published by Elsevier B.V. All rights reserved.
Doolittle, D. F.; Gharib, J. J.; Mitchell, G. A.
Detailed photographic imagery and bathymetric maps of the seafloor acquired by deep submergence vehicles such as Autonomous Underwater Vehicles (AUV) and Remotely Operated Vehicles (ROV) are expanding how scientists and the public view and ultimately understand the seafloor and the processes that modify it. Several recently acquired optical and acoustic datasets, collected during ECOGIG (Ecosystem Impacts of Oil and Gas Inputs to the Gulf) and other Gulf of Mexico expeditions using the National Institute for Undersea Science Technology (NIUST) Eagle Ray, and Mola Mola AUVs, have been fused with lower resolution data to create unique three-dimensional geovisualizations. Included in these data are multi-scale and multi-resolution visualizations over hydrocarbon seeps and seep related features. Resolution of the data range from 10s of mm to 10s of m. When multi-resolution data is integrated into a single three-dimensional visual environment, new insights into seafloor and seep processes can be obtained from the intuitive nature of three-dimensional data exploration. We provide examples and demonstrate how integration of multibeam bathymetry, seafloor backscatter data, sub-bottom profiler data, textured photomosaics, and hull-mounted multibeam acoustic midwater imagery are made into a series a three-dimensional geovisualizations of actively seeping sites and associated chemosynthetic communities. From these combined and merged datasets, insights on seep community structure, morphology, ecology, fluid migration dynamics, and process geomorphology can be investigated from new spatial perspectives. Such datasets also promote valuable inter-comparisons of sensor resolution and performance.
Zakrzewski, Martha; Proietti, Carla; Ellis, Jonathan J; Hasan, Shihab; Brion, Marie-Jo; Berger, Bernard; Krause, Lutz
Calypso is an easy-to-use online software suite that allows non-expert users to mine, interpret and compare taxonomic information from metagenomic or 16S rDNA datasets. Calypso has a focus on multivariate statistical approaches that can identify complex environment-microbiome associations. The software enables quantitative visualizations, statistical testing, multivariate analysis, supervised learning, factor analysis, multivariable regression, network analysis and diversity estimates. Comprehensive help pages, tutorials and videos are provided via a wiki page. The web-interface is accessible via http://cgenome.net/calypso/ . The software is programmed in Java, PERL and R and the source code is available from Zenodo ( https://zenodo.org/record/50931 ). The software is freely available for non-commercial users. firstname.lastname@example.org. Supplementary data are available at Bioinformatics online. © The Author 2016. Published by Oxford University Press.
Chen, ChuXin; Trivedi, Mohan M.
This research is focused on enhancing the overall productivity of an integrated human-robot system. A simulation, animation, visualization, and interactive control (SAVIC) environment has been developed for the design and operation of an integrated robotic manipulator system. This unique system possesses the abilities for multisensor simulation, kinematics and locomotion animation, dynamic motion and manipulation animation, transformation between real and virtual modes within the same graphics system, ease in exchanging software modules and hardware devices between real and virtual world operations, and interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation, and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.
McCann, Karen M.; Yarrow, Maurice; DeVivo, Adrian; Mehrotra, Piyush
With the advent of grid technologies, scientists and engineers are building more and more complex applications to utilize distributed grid resources. The core grid services provide a path for accessing and utilizing these resources in a secure and seamless fashion. However what the scientists need is an environment that will allow them to specify their application runs at a high organizational level, and then support efficient execution across any given set or sets of resources. We have been designing and implementing ScyFlow, a dual-interface architecture (both GUT and APT) that addresses this problem. The scientist/user specifies the application tasks along with the necessary control and data flow, and monitors and manages the execution of the resulting workflow across the distributed resources. In this paper, we utilize two scenarios to provide the details of the two modules of the project, the visual editor and the runtime workflow engine.
Ellis, Stephen R.
The visual requirements for augmented reality or virtual environments displays that might be used in real or virtual towers are reviewed wi th respect to similar displays already used in aircraft. As an example of the type of human performance studies needed to determine the use ful specifications of augmented reality displays, an optical see-thro ugh display was used in an ATC Tower simulation. Three different binocular fields of view (14 deg, 28 deg, and 47 deg) were examined to det ermine their effect on subjects# ability to detect aircraft maneuveri ng and landing. The results suggest that binocular fields of view much greater than 47 deg are unlikely to dramatically improve search perf ormance and that partial binocular overlap is a feasible display tech nique for augmented reality Tower applications.
Ellis, Stephen R.
The visual requirements for augmented reality or virtual environments displays that might be used in real or virtual towers are reviewed with respect to similar displays already used in aircraft. As an example of the type of human performance studies needed to determine the useful specifications of augmented reality displays, an optical see-through display was used in an ATC Tower simulation. Three different binocular fields of view (14deg, 28deg, and 47deg) were examined to determine their effect on subjects ability to detect aircraft maneuvering and landing. The results suggest that binocular fields of view much greater than 47deg are unlikely to dramatically improve search performance and that partial binocular overlap is a feasible display technique for augmented reality Tower applications.
Researchers in many disciplines have started using the tool of Virtual Reality (VR) to gain new insights into problems in their respective disciplines. Recent advances in computer graphics, software and hardware technologies have created many opportunities for VR systems, advanced scientific and engineering applications being among them. In Geometronics, generally photogrammetry and remote sensing are used for management of spatial data inventory. VR technology can be suitably used for management of spatial data inventory. This research demonstrates usefulness of VR technology for inventory management by taking the roadside features as a case study. Management of roadside feature inventory involves positioning and visualization of the features. This research has developed a methodology to demonstrate how photogrammetric principles can be used to position the features using the video-logging images and GPS camera positioning and how image analysis can help produce appropriate texture for building the VR, which then can be visualized in a Cave Augmented Virtual Environment (CAVE). VR modeling was implemented in two stages to demonstrate the different approaches for modeling the VR scene. A simulated highway scene was implemented with the brute force approach, while modeling software was used to model the real world scene using feature positions produced in this research. The first approach demonstrates an implementation of the scene by writing C++ codes to include a multi-level wand menu for interaction with the scene that enables the user to interact with the scene. The interactions include editing the features inside the CAVE display, navigating inside the scene, and performing limited geographic analysis. The second approach demonstrates creation of a VR scene for a real roadway environment using feature positions determined in this research. The scene looks realistic with textures from the real site mapped on to the geometry of the scene. Remote sensing and
Phelan, Ivan; Ta, Phillip; Humbert, Sarah; Hata, Justin; Tran, Duc
Objective: Phantom limb pain is a condition frequently experienced after amputation. One treatment for phantom limb pain is traditional mirror therapy, yet some patients do not respond to this intervention, and immersive virtual reality mirror therapy offers some potential advantages. We report the case of a patient with severe phantom limb pain following an upper limb amputation and successful treatment with therapy in a custom virtual reality environment. Methods: An interactive 3-D kitchen environment was developed based on the principles of mirror therapy to allow for control of virtual hands while wearing a motion-tracked, head-mounted virtual reality display. The patient used myoelectric control of a virtual hand as well as motion-tracking control in this setting for five therapy sessions. Pain scale measurements and subjective feedback was elicited at each session. Results: Analysis of the measured pain scales showed statistically significant decreases per session [Visual Analog Scale, Short Form McGill Pain Questionnaire, and Wong-Baker FACES pain scores decreased by 55 percent (p=0.0143), 60 percent (p=0.023), and 90 percent (p=0.0024), respectively]. Significant subjective pain relief persisting between sessions was also reported, as well as marked immersion within the virtual environments. On followup at six weeks, the patient noted continued decrease in phantom limb pain symptoms. Conclusions: Currently available immersive virtual reality technology with myolectric and motion tracking control may represent a possible therapy option for treatment-resistant phantom limb pain. PMID:29616149
Chau, Brian; Phelan, Ivan; Ta, Phillip; Humbert, Sarah; Hata, Justin; Tran, Duc
Objective: Phantom limb pain is a condition frequently experienced after amputation. One treatment for phantom limb pain is traditional mirror therapy, yet some patients do not respond to this intervention, and immersive virtual reality mirror therapy offers some potential advantages. We report the case of a patient with severe phantom limb pain following an upper limb amputation and successful treatment with therapy in a custom virtual reality environment. Methods: An interactive 3-D kitchen environment was developed based on the principles of mirror therapy to allow for control of virtual hands while wearing a motion-tracked, head-mounted virtual reality display. The patient used myoelectric control of a virtual hand as well as motion-tracking control in this setting for five therapy sessions. Pain scale measurements and subjective feedback was elicited at each session. Results: Analysis of the measured pain scales showed statistically significant decreases per session [Visual Analog Scale, Short Form McGill Pain Questionnaire, and Wong-Baker FACES pain scores decreased by 55 percent (p=0.0143), 60 percent (p=0.023), and 90 percent (p=0.0024), respectively]. Significant subjective pain relief persisting between sessions was also reported, as well as marked immersion within the virtual environments. On followup at six weeks, the patient noted continued decrease in phantom limb pain symptoms. Conclusions: Currently available immersive virtual reality technology with myolectric and motion tracking control may represent a possible therapy option for treatment-resistant phantom limb pain.
Abercrombie, S. P.; Menzies, A.; Winter, A.; Clausen, M.; Duran, B.; Jorritsma, M.; Goddard, C.; Lidawer, A.
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.
Guignone, Bruna Coser; Silva, Ludimila Karsbergen; Soares, Rodrigo Villamarim; Akaki, Emilio; Goiato, Marcelo Coelho; Pithon, Matheus Melo; Oliveira, Dauro Douglas
OBJECTIVE: To assess the color stability of five types of ceramic brackets after immersion in potentially staining solutions. METHODS: Ninety brackets were divided into 5 groups (n = 18) according to brackets commercial brands and the solutions in which they were immersed (coffee, red wine, coke and artificial saliva). The brackets assessed were Transcend (3M/Unitek, Monrovia, CA, USA), Radiance (American Orthodontics, Sheboygan, WI, USA), Mystique (GAC International Inc., Bohemia, NY, USA) and Luxi II (Rocky Mountain Orthodontics, Denver, CO, USA). Chromatic changes were analyzed with the aid of a reflectance spectrophotometer and by visual inspection at five specific time intervals. Assessment periods were as received from the manufacturer (T0), 24 hours (T1), 72 hours (T2), as well as 7 days (T3) and 14 days (T4) of immersion in the aforementioned solutions. Results were submitted to statistical analysis with ANOVA and Bonferroni correction, as well as to a multivariate profile analysis for independent and paired samples with significance level set at 5%. RESULTS: The duration of the immersion period influenced color alteration of all tested brackets, even though these changes could not always be visually observed. Different behaviors were observed for each immersion solution; however, brackets immersed in one solution progressed similarly despite minor variations. CONCLUSIONS: Staining became more intense over time and all brackets underwent color alterations when immersed in the aforementioned solutions. PMID:26352842
Guignone, Bruna Coser; Silva, Ludimila Karsbergen; Soares, Rodrigo Villamarim; Akaki, Emilio; Goiato, Marcelo Coelho; Pithon, Matheus Melo; Oliveira, Dauro Douglas
To assess the color stability of five types of ceramic brackets after immersion in potentially staining solutions. Ninety brackets were divided into 5 groups (n = 18) according to brackets commercial brands and the solutions in which they were immersed (coffee, red wine, coke and artificial saliva). The brackets assessed were Transcend (3M/Unitek, Monrovia, CA, USA), Radiance (American Orthodontics, Sheboygan, WI, USA), Mystique (GAC International Inc., Bohemia, NY, USA) and Luxi II (Rocky Mountain Orthodontics, Denver, CO, USA). Chromatic changes were analyzed with the aid of a reflectance spectrophotometer and by visual inspection at five specific time intervals. Assessment periods were as received from the manufacturer (T0), 24 hours (T1), 72 hours (T2), as well as 7 days (T3) and 14 days (T4) of immersion in the aforementioned solutions. Results were submitted to statistical analysis with ANOVA and Bonferroni correction, as well as to a multivariate profile analysis for independent and paired samples with significance level set at 5%. The duration of the immersion period influenced color alteration of all tested brackets, even though these changes could not always be visually observed. Different behaviors were observed for each immersion solution; however, brackets immersed in one solution progressed similarly despite minor variations. Staining became more intense over time and all brackets underwent color alterations when immersed in the aforementioned solutions.
Brennan, Patricia Flatley; Arnott Smith, Catherine; Ponto, Kevin; Radwin, Robert; Kreutz, Kendra
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.
Lanzagorta, Marco O.; Kuo, Eddy; Uhlmann, Jeffrey K.
In this paper we describe the GROTTO visualization projects being carried out at the Naval Research Laboratory. GROTTO is a CAVE-like system, that is, a surround-screen, surround- sound, immersive virtual reality device. We have explored the GROTTO visualization in a variety of scientific areas including oceanography, meteorology, chemistry, biochemistry, computational fluid dynamics and space sciences. Research has emphasized the applications of GROTTO visualization for military, land and sea-based command and control. Examples include the visualization of ocean current models for the simulation and stud of mine drifting and, inside our computational steering project, the effects of electro-magnetic radiation on missile defense satellites. We discuss plans to apply this technology to decision support applications involving the deployment of autonomous vehicles into contaminated battlefield environments, fire fighter control and hostage rescue operations.
Baranowski, Andreas M; Hecht, Heiko
Despite the fear of the entertainment industry that illegal downloads of films might ruin their business, going to the movies continues to be a popular leisure activity. One reason why people prefer to watch movies in cinemas may be the surround of the movie screen or its physically huge size. To disentangle the factors that might contribute to the size impression, we tested several measures of subjective size and immersion in different viewing environments. For this purpose we built a model cinema that provided visual angle information comparable with that of a real cinema. Subjects watched identical movie clips in a real cinema, a model cinema, and on a display monitor in isolation. Whereas the isolated display monitor was inferior, the addition of a contextual model improved the viewing immersion to the extent that it was comparable with the movie theater experience, provided the viewing angle remained the same. In a further study we built an identical but even smaller model cinema to unconfound visual angle and viewing distance. Both model cinemas produced similar results. There was a trend for the larger screen to be more immersive; however, viewing angle did not play a role in how the movie was evaluated.
Siu, Kin Wai Michael; Wong, M M Y
The principal objective of a healthy living environment is to improve the quality of everyday life. Visually impaired persons (VIPs) encounter many difficulties in everyday life through a series of barriers, particularly in relation to public toilets. This study aimed to explore the concerns of VIPs in accessing public toilets, and identify methods for improvement. Considerations about user participation are also discussed. Adopting a case study approach, VIPs were invited to participate in the research process. In addition to in-depth interviews and field visits, models and a simulated full-scale environment were produced to facilitate the VIPs to voice their opinions. The key findings indicate that the design of public toilets for promoting public health should be considered and tackled from a three-level framework: plain, line and point. Governments, professionals and the public need to consider the quality of public toilets in terms of policy, implementation and management. VIPs have the right to access public toilets. Governments and professionals should respect the particular needs and concerns of VIPs. A three-level framework (plain, line and point) is required to consider the needs of VIPs in accessing public toilets, and user participation is a good way to reveal the actual needs of VIPs. Copyright © 2013 The Royal Society for Public Health. Published by Elsevier Ltd. All rights reserved.
Cullen, Ralph H; Rogers, Wendy A; Fisk, Arthur D
Diagnostic automation has been posited to alleviate the high demands of multiple-task environments; however, mixed effects have been found pertaining to performance aid success. To better understand these effects, attention allocation must be studied directly. We developed a multiple-task environment to study the effects of automation on visual attention. Participants interacted with a system providing varying levels of automation and automation reliability and then were transferred to a system with no support. Attention allocation was measured by tracking the number of times each task was viewed. We found that participants receiving automation allocated their time according to the task frequency and that tasks that benefited most from automation were most harmed when it was removed. The results suggest that the degree to which automation affects multiple-task performance is dependent on the relative attributes of the tasks involved. Moreover, there is an inverse relationship between support and cost when automation fails. Copyright © 2013 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Demir, E; Babur, O; Dogrusoz, U; Gursoy, A; Nisanci, G; Cetin-Atalay, R; Ozturk, M
Availability of the sequences of entire genomes shifts the scientific curiosity towards the identification of function of the genomes in large scale as in genome studies. In the near future, data produced about cellular processes at molecular level will accumulate with an accelerating rate as a result of proteomics studies. In this regard, it is essential to develop tools for storing, integrating, accessing, and analyzing this data effectively. We define an ontology for a comprehensive representation of cellular events. The ontology presented here enables integration of fragmented or incomplete pathway information and supports manipulation and incorporation of the stored data, as well as multiple levels of abstraction. Based on this ontology, we present the architecture of an integrated environment named Patika (Pathway Analysis Tool for Integration and Knowledge Acquisition). Patika is composed of a server-side, scalable, object-oriented database and client-side editors to provide an integrated, multi-user environment for visualizing and manipulating network of cellular events. This tool features automated pathway layout, functional computation support, advanced querying and a user-friendly graphical interface. We expect that Patika will be a valuable tool for rapid knowledge acquisition, microarray generated large-scale data interpretation, disease gene identification, and drug development. A prototype of Patika is available upon request from the authors.
Magland, Jeremy F.; Li, Cheng; Langham, Michael C.; Wehrli, Felix W.
Purpose To describe SequenceTree (ST), an open source. integrated software environment for implementing MRI pulse sequences, and ideally exported them to actual MRI scanners. The software is a user-friendly alternative to vendor-supplied pulse sequence design and editing tools and is suited for non-programmers and programmers alike. Methods The integrated user interface was programmed using the Qt4/C++ toolkit. As parameters and code are modified, the pulse sequence diagram is automatically updated within the user interface. Several aspects of pulse programming are handled automatically allowing users to focus on higher-level aspects of sequence design. Sequences can be simulated using a built-in Bloch equation solver and then exported for use on a Siemens MRI scanner. Ideally other types of scanners will be supported in the future. Results The software has been used for eight years in the authors’ laboratory and elsewhere and has been utilized in more than fifty peer-reviewed publications in areas such as cardiovascular imaging, solid state and non-proton NMR, MR elastography, and high resolution structural imaging. Conclusion ST is an innovative, open source, visual pulse sequence environment for MRI combining simplicity with flexibility and is ideal for both advanced users and those with limited programming experience. PMID:25754837
Magland, Jeremy F; Li, Cheng; Langham, Michael C; Wehrli, Felix W
To describe SequenceTree, an open source, integrated software environment for implementing MRI pulse sequences and, ideally, exporting them to actual MRI scanners. The software is a user-friendly alternative to vendor-supplied pulse sequence design and editing tools and is suited for programmers and nonprogrammers alike. The integrated user interface was programmed using the Qt4/C++ toolkit. As parameters and code are modified, the pulse sequence diagram is automatically updated within the user interface. Several aspects of pulse programming are handled automatically, allowing users to focus on higher-level aspects of sequence design. Sequences can be simulated using a built-in Bloch equation solver and then exported for use on a Siemens MRI scanner. Ideally, other types of scanners will be supported in the future. SequenceTree has been used for 8 years in our laboratory and elsewhere and has contributed to more than 50 peer-reviewed publications in areas such as cardiovascular imaging, solid state and nonproton NMR, MR elastography, and high-resolution structural imaging. SequenceTree is an innovative, open source, visual pulse sequence environment for MRI combining simplicity with flexibility and is ideal both for advanced users and users with limited programming experience. © 2015 Wiley Periodicals, Inc.
Ceyte, Hadrien; Lion, Alexis; Caudron, Sébastien; Perrin, Philippe; Gauchard, Gérome C
The aim of this study was to assess the visuo-oculomotor skills of gaze orientation in selected sport activities relative to visual demands of the sporting environment. Both temporal and spatial demands of the sporting environment were investigated: The latency and accuracy of horizontal saccades and the gain of the horizontal smooth pursuit of the sporting environment were investigated in 16 fencers, 19 tennis players, 12 gymnasts, 9 swimmers and 18 sedentary participants. For the saccade test, two sequences were tested: In the fixed sequence, participants knew in advance the time interval between each target, as well as the direction and the amplitude of its reappearance; in the Freyss sequence however, the spatial changes of the target (direction and amplitude) were known in advance by participants but the time interval between each target was unknown. For the smooth-pursuit test, participants were instructed to smoothly track a target moving in a predictable sinusoidal, horizontal way without corrective ocular saccades, nor via anticipation or head movements. The results showed no significant differences between specificities of selected sporting activities via the saccade latency (although shorter than in non-athletes), contrary to saccade accuracy and the gain of smooth pursuit. Higher saccade accuracy was observed overall in fencers compared to non-athletes and all other sportsmen with the exception of tennis players. In the smooth-pursuit task, only tennis players presented a significantly higher gain compared to non-athletes and gymnasts. These sport-specific characteristics of the visuo-oculomotor skills are discussed with regard to the different cognitive skills such as attentional allocation and cue utilization ability as well as with regard to the difference in motor preparation.
Kalogerakis, Konstantinos S.; Kotz, Kenneth T.; Rand, Kendra; Faris, Gregory W.
We are using rodent animal models to study and compare contrast mechanisms for detection of breast cancer. These measurements are performed with the animals immersed in a matching scattering medium. The matching scattering medium or liquid tissue phantom comprises a mixture of Ropaque (hollow acrylic/styrene microspheres) and ink. We have previously applied matched imaging to imaging in humans. Surrounding the imaged region with a matched tissue phantom compensates for variations in tissue thickness and geometry, provides more uniform illumination, and allows better use of the dynamic range of the imaging system. If the match is good, the boundaries of the imaged region should almost vanish, enhancing the contrast from internal structure as compared to contrast from the boundaries and surface topography. For our measurements in animals, the immersion plays two additional roles. First, we can readily study tumors through tissue thickness similar to that of a human breast. Although the heterogeneity of the breast is lost, this is a practical method to study the detection of small tumors and monitor changes as they grow. Second, the immersion enhances our ability to quantify the contrast mechanisms for peripheral tumors on the animal because the boundary effects on photon migration are eliminated. We are currently developing two systems for these measurements. One is a continuous-wave (CW) system based on near-infrared LED illumination and a CCD (charge-coupled device) camera. The second system, a frequency domain system, can help quantify the changes observed with the CW system.
Wiederhold, B K; Davis, R; Wiederhold, M D
The effects of varying levels of immersion in virtual reality environments on participant's heart rate, respiration rate, peripheral skin temperature, and skin resistance levels were examined. Subjective reports of presence were also noted. Participants were presented with a virtual environment of an airplane flight both as seen from a two-dimensional computer screen and as seen from within a head-mounted display. Subjects were randomly assigned to different order of conditions presented, but all subjects received both conditions. Differences between the non-phobics' physiological responses and the phobic's response when placed in a virtual environment related to the phobia were noted. Also noted were changes in physiology based on degree of immersion.
Martínez, Fredy; Martínez, Fernando; Jacinto, Edwar
In this paper we propose an on-line motion planning strategy for autonomous robots in dynamic and locally observable environments. In this approach, we first visually identify geometric shapes in the environment by filtering images. Then, an ART-2 network is used to establish the similarity between patterns. The proposed algorithm allows that a robot establish its relative location in the environment, and define its navigation path based on images of the environment and its similarity to reference images. This is an efficient and minimalist method that uses the similarity of landmark view patterns to navigate to the desired destination. Laboratory tests on real prototypes demonstrate the performance of the algorithm.
Henderson, Paul D.; Torres, Rendell R.; Shimizu, Yasushi; Radke, Richard; Lonsway, Brian
The implementation of maximally-immersive interactive multimedia in exhibit spaces requires not only the presentation of realistic visual imagery but also the creation of a perceptually accurate aural experience. While conventional implementations treat audio and video problems as essentially independent, this research seeks to couple the visual sensory information with dynamic auralization in order to enhance perceptual accuracy. An implemented system has been developed for integrating accurate auralizations with virtual video techniques for both interactive presentation and multi-way communication. The current system utilizes a multi-channel loudspeaker array and real-time signal processing techniques for synthesizing the direct sound, early reflections, and reverberant field excited by a moving sound source whose path may be interactively defined in real-time or derived from coupled video tracking data. In this implementation, any virtual acoustic environment may be synthesized and presented in a perceptually-accurate fashion to many participants over a large listening and viewing area. Subject tests support the hypothesis that the cross-modal coupling of aural and visual displays significantly affects perceptual localization accuracy.
Cheung, Bob; McKinley, Richard A; Steels, Brad; Sceviour, Robert; Cosman, Vaughn; Holst, Peter
A sudden loss of external visual cues during critical phases of flight results in spatial disorientation. This is due to undetected horizontal and vertical drift when there is little tolerance for error and correction delay as the helicopter is close to the ground. Three helmet-mounted symbology system concepts were investigated in the simulator as potential solutions for the legacy Griffon helicopters. Thirteen Royal Canadian Air Force (RCAF) Griffon pilots were exposed to the Helmet Display Tracking System for Degraded Visual Environments (HDTS), the BrownOut Symbology System (BOSS), and the current RCAF AVS7 symbology system. For each symbology system, the pilot performed a two-stage departure and a single-stage approach. The presentation order of the symbology systems was randomized. Objective performance metrics included aircraft speed, altitude, attitude, and distance from the landing point. Subjective measurements included situation awareness, mental effort, perceived performance, perceptual cue rating, and NASA Task Load Index. Repeated measures analysis of variance and subsequent planned comparison for all the objective and subjective measurements were performed between the AVS7, HDTS, and BOSS. Our results demonstrated that HDTS and BOSS showed general improvement over AVS7 in two-stage departure. However, only HDTS performed significantly better in heading error than AVS7. During the single-stage approach, BOSS performed worse than AVS7 in heading root mean square error, and only HDTS performed significantly better in distance to landing point and approach heading than the others. Both the HDTS and BOSS possess their own limitations; however, HDTS is the pilots' preferred flight display.
Gilson, Kevin J.
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.
Jayashree, B; Rajgopal, S; Hoisington, D; Prasanth, V P; Chandra, S
Structure, is a widely used software tool to investigate population genetic structure with multi-locus genotyping data. The software uses an iterative algorithm to group individuals into "K" clusters, representing possibly K genetically distinct subpopulations. The serial implementation of this programme is processor-intensive even with small datasets. We describe an implementation of the program within a parallel framework. Speedup was achieved by running different replicates and values of K on each node of the cluster. A web-based user-oriented GUI has been implemented in PHP, through which the user can specify input parameters for the programme. The number of processors to be used can be specified in the background command. A web-based visualization tool "Visualstruct", written in PHP (HTML and Java script embedded), allows for the graphical display of population clusters output from Structure, where each individual may be visualized as a line segment with K colors defining its possible genomic composition with respect to the K genetic sub-populations. The advantage over available programs is in the increased number of individuals that can be visualized. The analyses of real datasets indicate a speedup of up to four, when comparing the speed of execution on clusters of eight processors with the speed of execution on one desktop. The software package is freely available to interested users upon request.
Devigne, Louise; Babel, Marie; Nouviale, Florian; Narayanan, Vishnu K; Pasteau, Francois; Gallien, Philippe
Driving a power wheelchair is a difficult and complex visual-cognitive task. As a result, some people with visual and/or cognitive disabilities cannot access the benefits of a power wheelchair because their impairments prevent them from driving safely. In order to improve their access to mobility, we have previously designed a semi-autonomous assistive wheelchair system which progressively corrects the trajectory as the user manually drives the wheelchair and smoothly avoids obstacles. Developing and testing such systems for wheelchair driving assistance requires a significant amount of material resources and clinician time. With Virtual Reality technology, prototypes can be developed and tested in a risk-free and highly flexible Virtual Environment before equipping and testing a physical prototype. Additionally, users can "virtually" test and train more easily during the development process. In this paper, we introduce a power wheelchair driving simulator allowing the user to navigate with a standard wheelchair in an immersive 3D Virtual Environment. The simulation framework is designed to be flexible so that we can use different control inputs. In order to validate the framework, we first performed tests on the simulator with able-bodied participants during which the user's Quality of Experience (QoE) was assessed through a set of questionnaires. Results show that the simulator is a promising tool for future works as it generates a good sense of presence and requires rather low cognitive effort from users.
Cook, Kristin A.; Scholtz, Jean; Whiting, Mark A.
The VAST Challenge has been a popular venue for academic and industry participants for over ten years. Many participants comment that the majority of their time in preparing VAST Challenge entries is discovering elements in their software environments that need to be redesigned in order to solve the given task. Fortunately, there is no need to wait until the VAST Challenge is announced to test out software systems. The Visual Analytics Benchmark Repository contains all past VAST Challenge tasks, data, solutions and submissions. This paper details the various types of evaluations that may be conducted using the Repository information. Inmore » this paper we describe how developers can do informal evaluations of various aspects of their visual analytics environments using VAST Challenge information. Aspects that can be evaluated include the appropriateness of the software for various tasks, the various data types and formats that can be accommodated, the effectiveness and efficiency of the process supported by the software, and the intuitiveness of the visualizations and interactions. Researchers can compare their visualizations and interactions to those submitted to determine novelty. In addition, the paper provides pointers to various guidelines that software teams can use to evaluate the usability of their software. While these evaluations are not a replacement for formal evaluation methods, this information can be extremely useful during the development of visual analytics environments.« less
Akristiniy, Vera A.; Dikova, Elena A.
The article is devoted to one of the types of urban planning studies - the visual-landscape analysis during the integration of high-rise buildings within the historic urban environment for the purposes of providing pre-design and design studies in terms of preserving the historical urban environment and the implementation of the reconstructional resource of the area. In the article formed and systematized the stages and methods of conducting the visual-landscape analysis taking into account the influence of high-rise buildings on objects of cultural heritage and valuable historical buildings of the city. Practical application of the visual-landscape analysis provides an opportunity to assess the influence of hypothetical location of high-rise buildings on the perception of a historically developed environment and optimal building parameters. The contents of the main stages in the conduct of the visual - landscape analysis and their key aspects, concerning the construction of predicted zones of visibility of the significant historically valuable urban development objects and hypothetically planned of the high-rise buildings are revealed. The obtained data are oriented to the successive development of the planning and typological structure of the city territory and preservation of the compositional influence of valuable fragments of the historical environment in the structure of the urban landscape. On their basis, an information database is formed to determine the permissible urban development parameters of the high-rise buildings for the preservation of the compositional integrity of the urban area.
Moody, Marc; Fisher, Robert; Little, J. Kristin
Boeing has developed a degraded visual environment navigational aid that is flying on the Boeing AH-6 light attack helicopter. The navigational aid is a two dimensional software digital map underlay generated by the Boeing™ Geospatial Embedded Mapping Software (GEMS) and fully integrated with the operational flight program. The page format on the aircraft's multi function displays (MFD) is termed the Approach page. The existing work utilizes Digital Terrain Elevation Data (DTED) and OpenGL ES 2.0 graphics capabilities to compute the pertinent graphics underlay entirely on the graphics processor unit (GPU) within the AH-6 mission computer. The next release will incorporate cultural databases containing Digital Vertical Obstructions (DVO) to warn the crew of towers, buildings, and power lines when choosing an opportune landing site. Future IRAD will include Light Detection and Ranging (LIDAR) point cloud generating sensors to provide 2D and 3D synthetic vision on the final approach to the landing zone. Collision detection with respect to terrain, cultural, and point cloud datasets may be used to further augment the crew warning system. The techniques for creating the digital map underlay leverage the GPU almost entirely, making this solution viable on most embedded mission computing systems with an OpenGL ES 2.0 capable GPU. This paper focuses on the AH-6 crew interface process for determining a landing zone and flying the aircraft to it.
Arnold, Steven M.; Bednarcyk, Brett A.; Hussain, Aquila; Katiyar, Vivek
A unified framework is presented that enables coupled multiscale analysis of composite structures and associated graphical pre- and postprocessing within the Abaqus/CAE environment. The recently developed, free, Finite Element Analysis--Micromechanics Analysis Code (FEAMAC) software couples NASA's Micromechanics Analysis Code with Generalized Method of Cells (MAC/GMC) with Abaqus/Standard and Abaqus/Explicit to perform micromechanics based FEA such that the nonlinear composite material response at each integration point is modeled at each increment by MAC/GMC. The Graphical User Interfaces (FEAMAC-Pre and FEAMAC-Post), developed through collaboration between SIMULIA Erie and the NASA Glenn Research Center, enable users to employ a new FEAMAC module within Abaqus/CAE that provides access to the composite microscale. FEA IAC-Pre is used to define and store constituent material properties, set-up and store composite repeating unit cells, and assign composite materials as sections with all data being stored within the CAE database. Likewise FEAMAC-Post enables multiscale field quantity visualization (contour plots, X-Y plots), with point and click access to the microscale i.e., fiber and matrix fields).
Majdak, Piotr; Goupell, Matthew J; Laback, Bernhard
The ability to localize sound sources in three-dimensional space was tested in humans. In Experiment 1, naive subjects listened to noises filtered with subject-specific head-related transfer functions. The tested conditions included the pointing method (head or manual pointing) and the visual environment (VE; darkness or virtual VE). The localization performance was not significantly different between the pointing methods. The virtual VE significantly improved the horizontal precision and reduced the number of front-back confusions. These results show the benefit of using a virtual VE in sound localization tasks. In Experiment 2, subjects were provided with sound localization training. Over the course of training, the performance improved for all subjects, with the largest improvements occurring during the first 400 trials. The improvements beyond the first 400 trials were smaller. After the training, there was still no significant effect of pointing method, showing that the choice of either head- or manual-pointing method plays a minor role in sound localization performance. The results of Experiment 2 reinforce the importance of perceptual training for at least 400 trials in sound localization studies.
Lee, Hunjoo; Lee, Kiyoung; Park, Ji Young; Min, Sung-Gi
With support from the Korean Ministry of the Environment (ME), our interdisciplinary research staff developed the COnsumer Product Exposure and Risk assessment system (COPER). This system includes various databases and features that enable the calculation of exposure and determination of risk caused by consumer products use. COPER is divided into three tiers: the integrated database layer (IDL), the domain specific service layer (DSSL), and the exposure and risk assessment layer (ERAL). IDL is organized by the form of the raw data (mostly non-aggregated data) and includes four sub-databases: a toxicity profile, an inventory of Korean consumer products, the weight fractions of chemical substances in the consumer products determined by chemical analysis and national representative exposure factors. DSSL provides web-based information services corresponding to each database within IDL. Finally, ERAL enables risk assessors to perform various exposure and risk assessments, including exposure scenario design via either inhalation or dermal contact by using or organizing each database in an intuitive manner. This paper outlines the overall architecture of the system and highlights some of the unique features of COPER based on visual and dynamic rendering engine for exposure assessment model on web.
Stambler, Adam; Spiker, Spencer; Bergerman, Marcel; Singh, Sanjiv
Unmanned cargo delivery to combat outposts will inevitably involve operations in degraded visual environments (DVE). When DVE occurs, the aircraft autonomy system needs to be able to function regardless of the obscurant level. In 2014, Near Earth Autonomy established a baseline perception system for autonomous rotorcraft operating in clear air conditions, when its m3 sensor suite and perception software enabled autonomous, no-hover landings onto unprepared sites populated with obstacles. The m3's long-range lidar scanned the helicopter's path and the perception software detected obstacles and found safe locations for the helicopter to land. This paper presents the results of initial tests with the Near Earth perception system in a variety of DVE conditions and analyzes them from the perspective of mission performance and risk. Tests were conducted with the m3's lidar and a lightweight synthetic aperture radar in rain, smoke, snow, and controlled brownout experiments. These experiments showed the capability to penetrate through mild DVE but the perceptual capabilities became degraded with the densest brownouts. The results highlight the need for not only improved ability to see through DVE, but also for improved algorithms to monitor and report DVE conditions.
Lerdrup, Mads; Johansen, Jens Vilstrup; Agrawal-Singh, Shuchi; Hansen, Klaus
To empower experimentalists with a means for fast and comprehensive chromatin immunoprecipitation sequencing (ChIP-seq) data analyses, we introduce an integrated computational environment, EaSeq. The software combines the exploratory power of genome browsers with an extensive set of interactive and user-friendly tools for genome-wide abstraction and visualization. It enables experimentalists to easily extract information and generate hypotheses from their own data and public genome-wide datasets. For demonstration purposes, we performed meta-analyses of public Polycomb ChIP-seq data and established a new screening approach to analyze more than 900 datasets from mouse embryonic stem cells for factors potentially associated with Polycomb recruitment. EaSeq, which is freely available and works on a standard personal computer, can substantially increase the throughput of many analysis workflows, facilitate transparency and reproducibility by automatically documenting and organizing analyses, and enable a broader group of scientists to gain insights from ChIP-seq data.
Castillo-Padilla, Diana V; Funke, Klaus
Early cortical critical period resembles a state of enhanced neuronal plasticity enabling the establishment of specific neuronal connections during first sensory experience. Visual performance with regard to pattern discrimination is impaired if the cortex is deprived from visual input during the critical period. We wondered how unspecific activation of the visual cortex before closure of the critical period using repetitive transcranial magnetic stimulation (rTMS) could affect the critical period and the visual performance of the experimental animals. Would it cause premature closure of the plastic state and thus worsen experience-dependent visual performance, or would it be able to preserve plasticity? Effects of intermittent theta-burst stimulation (iTBS) were compared with those of an enriched environment (EE) during dark-rearing (DR) from birth. Rats dark-reared in a standard cage showed poor improvement in a visual pattern discrimination task, while rats housed in EE or treated with iTBS showed a performance indistinguishable from rats reared in normal light/dark cycle. The behavioral effects were accompanied by correlated changes in the expression of brain-derived neurotrophic factor (BDNF) and atypical PKC (PKCζ/PKMζ), two factors controlling stabilization of synaptic potentiation. It appears that not only nonvisual sensory activity and exercise but also cortical activation induced by rTMS has the potential to alleviate the effects of DR on cortical development, most likely due to stimulation of BDNF synthesis and release. As we showed previously, iTBS reduced the expression of parvalbumin in inhibitory cortical interneurons, indicating that modulation of the activity of fast-spiking interneurons contributes to the observed effects of iTBS. © 2015 Wiley Periodicals, Inc.
Umansky, Ilana M.; Reardon, Sean F.
Schools are under increasing pressure to reclassify their English learner (EL) students to "fluent English proficient" status as quickly as possible. This article examines timing to reclassification among Latino ELs in four distinct linguistic instructional environments: English immersion, transitional bilingual, maintenance bilingual,…
Noor, Ahmed K.; Lobeck, William E.
Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.
Noor, Ahmed K.; Loftin, R. Bowen
Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.
This paper explores the application of canonical gradient analysis to evaluate and visualize student performance and acceptance of a learning system platform. The subject of evaluation is a first year BSc module for computer programming. This uses "Ceebot," an animated and immersive game-like development environment. Multivariate…
Situated cognition seems incompatible with strong decoupling, where representations are deployed in the absence of their targets and are not oriented toward physical action. Yet, in art consumption, the epitome of a strongly decoupled cognitive process, the artwork is a physical part of the environment and partly controls the perception of its target by the audience, leading to immersion. Hence, art consumption combines strong decoupling with situated cognition.
Redies, Christoph; Groß, Franziska
Frames provide a visual link between artworks and their surround. We asked how image properties change as an observer zooms out from viewing a painting alone, to viewing the painting with its frame and, finally, the framed painting in its museum environment (museum scene). To address this question, we determined three higher-order image properties that are based on histograms of oriented luminance gradients. First, complexity was measured as the sum of the strengths of all gradients in the image. Second, we determined the self-similarity of histograms of the orientated gradients at different levels of spatial analysis. Third, we analyzed how much gradient strength varied across orientations (anisotropy). Results were obtained for three art museums that exhibited paintings from three major periods of Western art. In all three museums, the mean complexity of the frames was higher than that of the paintings or the museum scenes. Frames thus provide a barrier of complexity between the paintings and their exterior. By contrast, self-similarity and anisotropy values of images of framed paintings were intermediate between the images of the paintings and the museum scenes, i.e., the frames provided a transition between the paintings and their surround. We also observed differences between the three museums that may reflect modified frame usage in different art periods. For example, frames in the museum for 20th century art tended to be smaller and less complex than in the two other two museums that exhibit paintings from earlier art periods (13th–18th century and 19th century, respectively). Finally, we found that the three properties did not depend on the type of reproduction of the paintings (photographs in museums, scans from books or images from the Google Art Project). To the best of our knowledge, this study is the first to investigate the relation between frames and paintings by measuring physically defined, higher-order image properties. PMID:24265625
This paper presents a three-year participatory action research project focusing on the graduate level course entitled Visual Learning in 3D Animated Virtual Worlds. The purpose of this research was to understand "How the virtual world processes of observing and creating can best help students learn visual theories". The first cycle of…
Deutchman, Mark E; Nearing, Kathryn; Baumgarten, Brenda; Westfall, John M
Health professions students interested in future rural practice locations spend a week learning about and investigating all aspects of small town personal, professional and community life. This augments the mainly clinical experience provided by clinical rotations they complete as part of their professional academic training program. Students from professional programs in medicine, physician assistant, pharmacy, nursing, public health and psychology travel to a small community, receive an orientation and in small interprofessional groups investigate health care, education, government, law enforcement, public health, economy and natural resources. Participants report that the experience raises their interest in future rural practice, answers questions they have about rural life and enhances their understanding of the issues they must learn more about before making a career location choice. The interdisciplinary rural immersion program provides students with the time, structure and permission to move out of their clinical 'comfort zone' and think about the cultural, economic and environmental aspects of rural life and work.
Harrison, David; Lodge, Nicholas
Being present at a live event is undeniably the most exciting way to experience any entertainment. This is true whether we are talking about a musical concert, a theatrical performance, a cricket match, or even a firework display. The ability to direct your gaze where you wish, to hear sounds from all around you, to experience the immediacy and expectation of an unscripted happening, to feel the buzz of the crowd and to smell the grass or smoke, are all sensory cues which contribute to the powerful experience of being there. This paper examines the ways in which entertainment media have attempted to recreate experiences which encourage the viewer to suspend disbelief and become part of a remote or recorded event. We introduce the concept of immersive television and look at some of the research, spanning many disciplines of science and art, which the ITC is conducting to explore the potential of this new medium.
Stevens, Charles G.; Thomas, Norman L.
A small spectrograph containing no moving components and capable of providing high resolution spectra of the mid-infrared region from 2 microns to 4 microns in wavelength. The resolving power of the spectrograph exceeds 20,000 throughout this region and at an optical throughput of about 10.sup.-5 cm.sup.2 sr. The spectrograph incorporates a silicon immersion echelle grating operating in high spectral order combined with a first order transmission grating in a cross-dispersing configuration to provide a two-dimensional (2-D) spectral format that is focused onto a two-dimensional infrared detector array. The spectrometer incorporates a common collimating and condensing lens assembly in a near aberration-free axially symmetric design. The spectrometer has wide use potential in addition to general research, such as monitoring atmospheric constituents for air quality, climate change, global warming, as well as monitoring exhaust fumes for smog sources or exhaust plumes for evidence of illicit drug manufacture.
Rolls, W. H.
The noise characteristics of thermistor bolometers immersed in layers of arsenic/selenium glass uniform in composition were examined. Using a controlled deposition technique, layers of glass were deposited, thermistor bolometers immersed, and their electrical characteristics measured after various thermal treatments. Markedly improved stability of the detector noise was observed using this new technique.
This article briefly traces the historical conceptualization of linguistic and cultural immersion through technological applications, from the early days of locally networked computers to the cutting-edge technologies known as virtual reality and augmented reality. Next, the article explores the challenges of immersive technologies for the field…
Complexity, 7, 18–30. Dawkins , R., 1989: The Selfish Gene (2nd ed.). New York: Oxford University Press. Dennett, D. C., 1995: Darwin’s Dangerous...interpretation, bias, and misinformation, which create erroneous versions of what has transpired. Dawkins presents a model for describing knowledge...evolution within a social group through interpersonal exchange (memetics). ( Dawkins , 1987) Where genetic duplication tends to be precise (and mutation
Yan, Peng; Slator, Brian M.; Vender, Bradley; Jin, Wei; Kariluoma, Matti; Borchert, Otto; Hokanson, Guy; Aggarwal, Vaibhav; Cosmano, Bob; Cox, Kathleen T.; Pilch, André; Marry, Andrew
Research into virtual role-based learning has progressed over the past decade. Modern issues include gauging the difficulty of designing a goal system capable of meeting the requirements of students with different knowledge levels, and the reasonability and possibility of taking advantage of the well-designed formula and techniques served in other…
Fisher, Anna V; Godwin, Karrie E; Seltman, Howard
A large body of evidence supports the importance of focused attention for encoding and task performance. Yet young children with immature regulation of focused attention are often placed in elementary-school classrooms containing many displays that are not relevant to ongoing instruction. We investigated whether such displays can affect children's ability to maintain focused attention during instruction and to learn the lesson content. We placed kindergarten children in a laboratory classroom for six introductory science lessons, and we experimentally manipulated the visual environment in the classroom. Children were more distracted by the visual environment, spent more time off task, and demonstrated smaller learning gains when the walls were highly decorated than when the decorations were removed. © The Author(s) 2014.
García, Miguel García; Ohlendorf, Arne; Schaeffel, Frank; Wahl, Siegfried
One of the factors proposed to regulate the eye growth is the error signal derived from the defocus in the retina and actually, this might arise from defocus not only in the fovea but the whole visual field. Therefore, myopia could be better predicted by spatio-temporally mapping the ‘environmental defocus’ over the visual field. At present, no devices are available that could provide this information. A ‘Kinect sensor v1’ camera (Microsoft Corp.) and a portable eye tracker were used for developing a system for quantifying ‘indoor defocus error signals’ across the central 58° of the visual field. Dioptric differences relative to the fovea (assumed to be in focus) were recorded over the visual field and ‘defocus maps’ were generated for various scenes and tasks. PMID:29359108
García, Miguel García; Ohlendorf, Arne; Schaeffel, Frank; Wahl, Siegfried
One of the factors proposed to regulate the eye growth is the error signal derived from the defocus in the retina and actually, this might arise from defocus not only in the fovea but the whole visual field. Therefore, myopia could be better predicted by spatio-temporally mapping the 'environmental defocus' over the visual field. At present, no devices are available that could provide this information. A 'Kinect sensor v1' camera (Microsoft Corp.) and a portable eye tracker were used for developing a system for quantifying 'indoor defocus error signals' across the central 58° of the visual field. Dioptric differences relative to the fovea (assumed to be in focus) were recorded over the visual field and 'defocus maps' were generated for various scenes and tasks.
VERDI is a flexible, modular, Java-based program used for visualizing multivariate gridded meteorology, emissions and air quality modeling data created by environmental modeling systems such as the CMAQ model and WRF.
Gowan, Nancy J
Every day we use our eyes to perform activities of daily living and work. Aging changes as well as health conditions can impact an individual's visual function, making it more difficult to accurately perform work activities. Occupational therapists work closely with optometrists and employers to develop ways to accommodate for these changes so that the employee can continue to perform the work tasks. This manuscript outlines a case study of systematically developing visual demands analyses and pre-placement vision screening assessment protocols for individuals completing quality inspection positions. When the vision screening was completed, it was discovered that over 20% of the employees had visual deficits that were correctable. This screening process yielded improved quality results but also identification of previously undetected visual deficits. Further development of vision screening in the workplace is supported.
Carranza-fulmer, T. L.; Moldwin, M.
The sun is a powerful force that has proven to our society that it has a large impact on our lives. Unfortunately, there is still a lack of awareness on how the sun is capable of affecting Earth. The over all idea of "Reading The Sun" installation is to help demonstrate how the sun impacts the Earth, by compiling various data sources from satellites (SOHO, SDO, and STERO) with solar and solar wind models (MAS and ENLIL) to create a comprehensive three dimensional display of the solar environment. It focuses on the current solar maximum of solar cycle 24 and a CME that impacted Earth's magnetic field on February 27, 2014, which triggered geomagnetic storms around the Earth's poles. The CME was an after-effect of a class X4.9 solar flare, which was released from the sun on February 25, 2014. "Reading The Sun" is a 48" x 48" x 48" hanging model of the sun with color coded open opposing magnetic field lines along with various layers of the solar atmosphere, the heliospheric current sheet, and the inner planets. At the center of the xyz axis is the sun with the open magnetic field lines and the heliospheric current sheet permeating inner planetary space. The xyz axes are color coded to represent various types of information with corresponding visual images for the viewer to be able to read the model. Along the z-axis are three colors (yellow, orange, and green) that represent the different layers of the solar atmosphere (photosphere, chromosphere, and corona) that correspond to three satellite images in various spectrums related to a CME and Solar Flare and the xy-plane shows where the inner planets are in relation to the sun. The exhibit in which "Reading The Sun "is being displayed is called, The Rotation of Language at the Wheather Again Gallery in Rockaway, New York. The intent of the exhibit is to both celebrate as well as present a cautionary tale on the ability of human language to spark and ignite the individual and collective imagination towards an experience
allowing substantial see-around capability. Regions of visual suppression due to binocular rivalry ( luning ) are shown along the shaded flanks of...that the visual suppression of binocular rivalry, luning , (Velger, 1998, p.56-58) associated with the partial overlap conditions did not materially...tags were displayed. Thus, the frequency of conflicting binocular contours was reduced. In any case, luning does not seem to introduce major
2.7.3 Load/Save Options ..... 2.7.4 Information Display .... 2.8 Library Files. 2.9 Evaluation .............. 3 Visual-Haptic Interactions 3.1...Northwestern University[ Colgate , 1994]. It is possible for a user to touch one side of a thin object and be propelled out the opposite side, because...when there is a high correlation in motion and force between the visual and haptic realms. * Chapter 7 concludes with an evaluation of the application
Montgomery, Kevin N.
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.
Guéritée, Julien; Redortier, Bernard; House, James R; Tipton, Michael J
Unlike thermal comfort in air, little research has been undertaken exploring thermal comfort around water sports. We investigated the impact of swimming and cooling in air after swimming on thermal comfort. After 10 min of swimming-and-resting cycles in 28°C water, volunteers wearing two types of garments or in swim briefs, faced winds in 24°C air, at rest or when stepping. Thermal comfort was significantly higher during swimming than resting. Post-immersion, following maximum discomfort, in 45 of 65 tests thermal comfort improved although mean skin temperature was still cooling (0.26 [SD 0.19] °C·min(-1) - max was 0.89°C·min(-1)). When thermal comfort was re-established mean skin temperature was lower than at maximal discomfort in 39 of 54 tests (0.81 [SD 0.58] °C - max difference was 2.68°C). The reduction in thermal discomfort in this scenario could be due to the adaptation of thermoreceptors, or to reductions in cooling rates to levels where discomfort was less stimulated. The relief from the recent discomfort may explain why, later, thermal comfort returned to initial levels in spite of poorer thermal profiles. Copyright © 2014 Elsevier Inc. All rights reserved.
Reeder, B; Chung, J; Le, T; Thompson, H; Demiris, G
This article is part of the Focus Theme of Methods of Information in Medicine on "Using Data from Ambient Assisted Living and Smart Homes in Electronic Health Records". Our objectives were to: 1) characterize older adult participants' perceived usefulness of in-home sensor data and 2) develop novel visual displays for sensor data from Ambient Assisted Living environments that can become part of electronic health records. Semi-structured interviews were conducted with community-dwelling older adult participants during three and six-month visits. We engaged participants in two design iterations by soliciting feedback about display types and visual displays of simulated data related to a fall scenario. Interview transcripts were analyzed to identify themes related to perceived usefulness of sensor data. Thematic analysis identified three themes: perceived usefulness of sensor data for managing health; factors that affect perceived usefulness of sensor data and; perceived usefulness of visual displays. Visual displays were cited as potentially useful for family members and health care providers. Three novel visual displays were created based on interview results, design guidelines derived from prior AAL research, and principles of graphic design theory. Participants identified potential uses of personal activity data for monitoring health status and capturing early signs of illness. One area for future research is to determine how visual displays of AAL data might be utilized to connect family members and health care providers through shared understanding of activity levels versus a more simplified view of self-management. Connecting informal and formal caregiving networks may facilitate better communication between older adults, family members and health care providers for shared decision-making.
Schwartz, Richard J.; Fleming, Gary A.
Significant advances have been made to non-intrusive flow field diagnostics in the past decade. Camera based techniques are now capable of determining physical qualities such as surface deformation, surface pressure and temperature, flow velocities, and molecular species concentration. In each case, extracting the pertinent information from the large volume of acquired data requires powerful and efficient data visualization tools. The additional requirement for real time visualization is fueled by an increased emphasis on minimizing test time in expensive facilities. This paper will address a capability titled LiveView3D, which is the first step in the development phase of an in depth, real time data visualization and analysis tool for use in aerospace testing facilities.
Mergner, T; Schweigart, G; Maurer, C; Blümle, A
The role of visual orientation cues for human control of upright stance is still not well understood. We, therefore, investigated stance control during motion of a visual scene as stimulus, varying the stimulus parameters and the contribution from other senses (vestibular and leg proprioceptive cues present or absent). Eight normal subjects and three patients with chronic bilateral loss of vestibular function participated. They stood on a motion platform inside a cabin with an optokinetic pattern on its interior walls. The cabin was sinusoidally rotated in anterior-posterior (a-p) direction with the horizontal rotation axis through the ankle joints (f=0.05-0.4 Hz; A (max)=0.25 degrees -4 degrees ; v (max)=0.08-10 degrees /s). The subjects' centre of mass (COM) angular position was calculated from opto-electronically measured body sway parameters. The platform was either kept stationary or moved by coupling its position 1:1 to a-p hip position ('body sway referenced', BSR, platform condition), by which proprioceptive feedback of ankle joint angle became inactivated. The visual stimulus evoked in-phase COM excursions (visual responses) in all subjects. (1) In normal subjects on a stationary platform, the visual responses showed saturation with both increasing velocity and displacement of the visual stimulus. The saturation showed up abruptly when visually evoked COM velocity and displacement reached approximately 0.1 degrees /s and 0.1 degrees , respectively. (2) In normal subjects on a BSR platform (proprioceptive feedback disabled), the visual responses showed similar saturation characteristics, but at clearly higher COM velocity and displacement values ( approximately 1 degrees /s and 1 degrees , respectively). (3) In patients on a stationary platform (no vestibular cues), the visual responses were basically similar to those of the normal subjects, apart from somewhat higher gain values and less-pronounced saturation effects. (4) In patients on a BSR platform (no
Edquist, Jessica; Rudin-Brown, Christina M; Lenné, Michael G
On-street parking is associated with elevated crash risk. It is not known how drivers' mental workload and behaviour in the presence of on-street parking contributes to, or fails to reduce, this increased crash risk. On-street parking tends to co-exist with visually complex streetscapes that may affect workload and crash risk in their own right. The present paper reports results from a driving simulator study examining the effects of on-street parking and road environment visual complexity on driver behaviour and surrogate measures of crash risk. Twenty-nine participants drove a simulated urban commercial and arterial route. Compared to sections with no parking bays or empty parking bays, in the presence of occupied parking bays drivers lowered their speed and shifted their lateral position towards roadway centre to compensate for the higher mental workload they reported experiencing. However, this compensation was not sufficient to reduce drivers' reaction time on a safety-relevant peripheral detection task or to an unexpected pedestrian hazard. Compared to the urban road environments, the less visually complex arterial road environment was associated with speeds that were closer to the posted limit, lower speed variability and lower workload ratings. These results support theoretical positions that proffer workload as a mediating variable of speed choice. However, drivers in this study did not modify their speed sufficiently to maintain safe hazard response times in complex environments with on-street parking. This inadequate speed compensation is likely to affect real world crash risk. Copyright © 2011 Elsevier Ltd. All rights reserved.
Jedlovec, Gary; Srikishen, Jayanthi; Edwards, Rita; Cross, David; Welch, Jon; Smith, Matt
The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of "big data" available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Shortterm Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video
Jedlovec, G.; Srikishen, J.; Edwards, R.; Cross, D.; Welch, J. D.; Smith, M. R.
The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of 'big data' available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Short-term Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video
McGillivray, W. R.
Administrative problems that have been solved or accepted during eight years of early immersion programs are discussed including choosing locations, staffing, costs, logistics, and the need for suitable pupil progress reporting. (JMF)
Lin, Huifen; Chen, Tsuiping
The purpose of this experimental study was to compare the effects of different types of computer-generated visuals (static versus animated) and advance organizers (descriptive versus question) in enhancing comprehension and retention of a content-based lesson for learning English as a Foreign Language (EFL). Additionally, the study investigated…
Fichera, Christopher E.
A majority of large IT projects fail to meet scheduled deadlines, are over budget and do not satisfy the end user. Many projects fail in spite of utilizing traditional project management techniques. Research of project management has not identified the use of a visual workspace as a feature affecting or influencing the success of a project during…
Scientific literacy is the ultimate goal in science education world-wide; especially in this modern society of science and technology. How to help individuals to make good judgments and promote their skills of argumentation becomes an important issue. Meanwhile, in the Information Age, visual image is an important medium for conveying information.…
Ausburn, Lynna J.; Ausburn, Floyd B.; Kroutter, Paul
Virtual reality (VR) technology has demonstrated effectiveness in a variety of technical learning situations, yet little is known about its differential effects on learners with different levels of visual processing skill. This small-scale exploratory study tested VR through quasi-experimental methodology and a theoretical/conceptual framework…
Argudo-Fernández, M.; Duarte Puertas, S.; Ruiz, J. E.; Sabater, J.; Verley, S.; Bergond, G.
New tools are needed to handle the growth of data in astrophysics delivered by recent and upcoming surveys. We aim to build open-source, light, flexible, and interactive software designed to visualize extensive three-dimensional (3D) tabular data. Entirely written in the Python language, we have developed interactive tools to browse and visualize the positions of galaxies in the universe and their positions with respect to its large-scale structures (LSS). Motivated by a previous study, we created two codes using Mollweide projection and wedge diagram visualizations, where survey galaxies can be overplotted on the LSS of the universe. These are interactive representations where the visualizations can be controlled by widgets. We have released these open-source codes that have been designed to be easily re-used and customized by the scientific community to fulfill their needs. The codes are adaptable to other kinds of 3D tabular data and are robust enough to handle several millions of objects. .
Christopher J. Smith
The hypothesis that visual and functional characteristics of neighborhoods influence the psychological well-being of residents was tested. An informal test by a survey of advertising strategies for selling real estate was first used. Second, data from a variety of published sources were used to identify some of the underlying dimensions of residential neighborhoods The...
Kim, Mingyu; Jeon, Changyu; Kim, Jinmo
This paper proposes a portable hand haptic system using Leap Motion as a haptic interface that can be used in various virtual reality (VR) applications. The proposed hand haptic system was designed as an Arduino-based sensor architecture to enable a variety of tactile senses at low cost, and is also equipped with a portable wristband. As a haptic system designed for tactile feedback, the proposed system first identifies the left and right hands and then sends tactile senses (vibration and heat) to each fingertip (thumb and index finger). It is incorporated into a wearable band-type system, making its use easy and convenient. Next, hand motion is accurately captured using the sensor of the hand tracking system and is used for virtual object control, thus achieving interaction that enhances immersion. A VR application was designed with the purpose of testing the immersion and presence aspects of the proposed system. Lastly, technical and statistical tests were carried out to assess whether the proposed haptic system can provide a new immersive presence to users. According to the results of the presence questionnaire and the simulator sickness questionnaire, we confirmed that the proposed hand haptic system, in comparison to the existing interaction that uses only the hand tracking system, provided greater presence and a more immersive environment in the virtual reality.
Kim, Mingyu; Jeon, Changyu; Kim, Jinmo
This paper proposes a portable hand haptic system using Leap Motion as a haptic interface that can be used in various virtual reality (VR) applications. The proposed hand haptic system was designed as an Arduino-based sensor architecture to enable a variety of tactile senses at low cost, and is also equipped with a portable wristband. As a haptic system designed for tactile feedback, the proposed system first identifies the left and right hands and then sends tactile senses (vibration and heat) to each fingertip (thumb and index finger). It is incorporated into a wearable band-type system, making its use easy and convenient. Next, hand motion is accurately captured using the sensor of the hand tracking system and is used for virtual object control, thus achieving interaction that enhances immersion. A VR application was designed with the purpose of testing the immersion and presence aspects of the proposed system. Lastly, technical and statistical tests were carried out to assess whether the proposed haptic system can provide a new immersive presence to users. According to the results of the presence questionnaire and the simulator sickness questionnaire, we confirmed that the proposed hand haptic system, in comparison to the existing interaction that uses only the hand tracking system, provided greater presence and a more immersive environment in the virtual reality. PMID:28513545
Klein, Martina I; DeLucia, Patricia R; Olmstead, Ryan
We aimed to determine whether visual scanning has a detrimental impact on the monitoring of critical signals and the performance of a concurrent laparoscopic training task after participants engaged in Hockey's strain coping. Strain coping refers to straining cognitive (attentional) resources joined with latent decrements (i.e., stress). DeLucia and Betts (2008) reported that monitoring critical signals degraded performance of a laparoscopic peg-reversal task compared with no monitoring. However, performance did not differ between displays in which critical signals were shown on split screens (less visual scanning) and separated displays (more visual scanning). We hypothesized that effects of scanning may occur after prolonged strain coping. Using a between-subjects design, we had undergraduates perform a laparoscopic training task that induced strain coping. Then they performed a laparoscopic peg-reversal task while monitoring critical signals with a split-screen or separated display. We administered the NASA-Task Load Index (TLX) and Dundee Stress State Questionnaire (DSSQ) to assess strain coping. The TLX and DSSQ profiles indicated that participants engaged in strain coping. Monitoring critical signals resulted in slowed peg-reversal performance compared with no monitoring. Separated displays degraded critical-signal monitoring compared with split-screen displays. After novice observers experience strain coping, visual scanning can impair the detection of critical signals. Results suggest that the design and arrangement of displays in the operating room must incorporate the attentional limitations of the surgeon. Designs that induce visual scanning may impair monitoring of critical information at least in novices. Presenting displays closely in space may be beneficial.
Immersion freezing is likely involved in the initiation of precipitation and determines to large extent the phase partitioning in convective clouds. Theoretical models commonly used to describe immersion freezing in atmospheric models are based on the classical nucleation theory which however neglects important interactions near the immersed particle that may affect nucleation rates. This work introduces a new theory of immersion freezing based on two premises. First, immersion ice nucleation is mediated by the modification of the properties of water near the particle-liquid interface, rather than by the geometry of the ice germ. Second, the same mechanism that leads to the decrease in the work of germ formation also decreases the mobility of water molecules near the immersed particle. These two premises allow establishing general thermodynamic constraints to the ice nucleation rate. Analysis of the new theory shows that active sites likely trigger ice nucleation, but they do not control the overall nucleation rate nor the probability of freezing. It also suggests that materials with different ice nucleation efficiency may exhibit similar freezing temperatures under similar conditions but differ in their sensitivity to particle surface area and cooling rate. Predicted nucleation rates show good agreement with observations for a diverse set of materials including dust, black carbon and bacterial ice nucleating particles. The application of the new theory within the NASA Global Earth System Model (GEOS-5) is also discussed.
Wakabayashi, Hitoshi; Wijayanto, Titis; Tochihara, Yutaka
Human adaptability to cold environment has been focused on in the physiological anthropology and related research area. Concerning the human acclimatization process in the natural climate, it is necessary to conduct a research assessing comprehensive effect of cold environment and physical activities in cold. This study investigated the effect of cold water immersion on the exercise performance and neuromuscular function during maximal and submaximal isometric knee extension. Nine healthy males participated in this study. They performed maximal and submaximal (20, 40, and 60% maximal load) isometric knee extension pre- and post-immersion in 23, 26, and 34 °C water. The muscle activity of the rectus femoris (RF) and vastus lateralis (VL) was measured using surface electromyography (EMG). The percentages of the maximum voluntary contraction (%MVC) and mean power frequency (MPF) of EMG data were analyzed. The post-immersion maximal force was significantly lower in 23 °C than in 26 and 34 °C conditions (P < 0.05). The post-immersion %MVC of RF was significantly higher than pre-immersion during 60% maximal exercise in 23 and 26 °C conditions (P < 0.05). In the VL, the post-immersion %MVC was significantly higher than pre-immersion in 23 and 26 °C conditions during 20% maximal exercise and in 26 °C at 40 and 60% maximal intensities (P < 0.05). The post-immersion %MVC of VL was significantly higher in 26 °C than in 34 °C at 20 and 60% maximal load (P < 0.05). The post-immersion MPF of RF during 20% maximal intensity was significantly lower in 23 °C than in 26 and 34 °C conditions (P < 0.05), and significantly different between three water temperature conditions at 40 and 60% maximal intensities (P < 0.05). The post-immersion MPF of VL during three submaximal trials were significantly lower in 23 and 26 °C than in 34 °C conditions (P < 0.05). The lower shift of EMG frequency would be connected with the decrease in the
Ahi, Berat; Yaya, Dilara; Ozsoy, Sibel
The aim of the study is to determine how the children's stories, which are such powerful, handled the nature and environment through the texts, and were portrayed the concept of nature in different cultures. This study examined the texts in 15 children's picture stories which subjected to the perception of nature and environment, published between…
Judge, Sharon; Bobzien, Jonna; Maydosz, Ann; Gear, Sabra; Katsioloudis, Petros
While virtual technology for training in the simulation field has a long history in medicine, aviation, and the military, the application of similar emerging and innovative technologies in teacher preparation and education has been limited. TLE TeachLive™ (Teaching Learning Environment, Teaching in a Virtual Environment) [TLE] is an inventive…
This paper reports on a project where three-dimensional (3D) online gaming environments were exploited for the purpose of academic communication and learning. 3D gaming environments are media and meaning rich and can provide inexpensive solutions for educational purposes. The experiment with teaching and discussions in this setting, however,…
Crowley, John S.; Haworth, Loran A.; Szoboszlay, Zoltan P.; Lee, Alan G.
The effect of night vision devices and degraded visual imagery on self-attitude perception is unknown. Thirteen Army aviators with normal vision flew five flights under various visual conditions in a modified AH-1 (Cobra) helicopter. Subjects estimated their altitude or flew to specified altitudes while flying a series of maneuvers. The results showed that subjects were better at detecting and controlling changes in altitude than they were at flying to or naming a specific altitude. In cruise flight and descent, the subjects tended to fly above the desired altitude, an error in the safe direction. While hovering, the direction of error was less predictable. In the low-level cruise flight scenario tested in this study, altitude perception was affected more by changes in image resolution than by changes in FOV or ocularity.
Dyer, Adrian G.; Paulk, Angelique C.; Reser, David H.
Colour vision enables animals to detect and discriminate differences in chromatic cues independent of brightness. How the bee visual system manages this task is of interest for understanding information processing in miniaturized systems, as well as the relationship between bee pollinators and flowering plants. Bees can quickly discriminate dissimilar colours, but can also slowly learn to discriminate very similar colours, raising the question as to how the visual system can support this, or whether it is simply a learning and memory operation. We discuss the detailed neuroanatomical layout of the brain, identify probable brain areas for colour processing, and suggest that there may be multiple systems in the bee brain that mediate either coarse or fine colour discrimination ability in a manner dependent upon individual experience. These multiple colour pathways have been identified along both functional and anatomical lines in the bee brain, providing us with some insights into how the brain may operate to support complex colour discrimination behaviours. PMID:21147796
This article looks at the way in which the changing visual environment affects education at two levels: in communication patterns and research methodologies. The research considers differences in the variance and quantity of types of visual media and their relationship to the written mode in the urban landscapes of Tokyo and London, using…
Harris, Laurence R; Mander, Charles
Models of depth perception typically omit the orientation and height of the observer despite the potential usefulness of the height above the ground plane and the need to know about head position to interpret retinal disparity information. To assess the contribution of orientation to perceived distance, we used the York University Tumbled and Tumbling Room facilities to modulate both perceived and actual body orientation. These facilities are realistically decorated rooms that can be systematically arranged to vary the relative orientation of visual, gravity, and body cues to upright. To assess perceived depth we exploited size/distance constancy. Observers judged the perceived length of a visual line (controlled by a QUEST adaptive procedure) projected on to the wall of the facilities, relative to the length of an unseen iron rod held in their hands. In the Tumbled Room (viewing distance 337 cm) the line was set about 10% longer when participants were supine compared to when they were upright. In the Tumbling Room (viewing distance 114 cm), the line was set about 11% longer when participants were either supine or made to feel that they were supine by the orientation of the room. Matching a longer visual line to the reference rod is compatible with the opposite wall being perceived as closer. The effect was modulated by whether viewing was monocular or binocular at a viewing distance of 114 cm but not at 337 cm suggesting that reliable binocular cues can override the effect. © 2014 ARVO.
In this dissertation, the correlation mechanism in modeling the process in the visual perception is introduced. It has been well described that the correlation mechanism is effective for describing subjective attributes in auditory perception. The main result is that it is possible to apply the correlation mechanism to the process in temporal vision and spatial vision, as well as in audition. (1) The psychophysical experiment was performed on subjective flicker rates for complex waveforms. A remarkable result is that the phenomenon of missing fundamental is found in temporal vision as analogous to the auditory pitch perception. This implies the existence of correlation mechanism in visual system. (2) For spatial vision, the autocorrelation analysis provides useful measures for describing three primary perceptual properties of visual texture: contrast, coarseness, and regularity. Another experiment showed that the degree of regularity is a salient cue for texture preference judgment. (3) In addition, the autocorrelation function (ACF) and inter-aural cross-correlation function (IACF) were applied for analysis of the temporal and spatial properties of environmental noise. It was confirmed that the acoustical properties of aircraft noise and traffic noise are well described. These analyses provided useful parameters extracted from the ACF and IACF in assessing the subjective annoyance for noise. Thesis advisor: Yoichi Ando Copies of this thesis written in English can be obtained from Junko Atagi, 6813 Mosonou, Saijo-cho, Higashi-Hiroshima 739-0024, Japan. E-mail address: atagi\\@urban.ne.jp.
Piponnier, Jean-Claude; Hanssens, Jean-Marie; Faubert, Jocelyn
To examine the respective roles of central and peripheral vision in the control of posture, body sway amplitude (BSA) and postural perturbations (given by velocity root mean square or vRMS) were calculated in a group of 19 healthy young adults. The stimulus was a 3D tunnel, either static or moving sinusoidally in the anterior-posterior direction. There were nine visual field conditions: four central conditions (4, 7, 15, and 30 degrees); four peripheral conditions (central occlusions of 4, 7, 15, and 30 degrees); and a full visual field condition (FF). The virtual tunnel respected all the aspects of a real physical tunnel (i.e., stereoscopy and size increase with proximity). The results show that, under static conditions, central and peripheral visual fields appear to have equal importance for the control of stance. In the presence of an optic flow, peripheral vision plays a crucial role in the control of stance, since it is responsible for a compensatory sway, whereas central vision has an accessory role that seems to be related to spatial orientation.
Wolbarsht, M. L.; White, C. W.; Anderson, W. B., Jr.
The effects upon range of accommodation and color vision of reduced atmospheric pressure, at partial and complete elimination of nitrogen, of hypoxia, and of exposure for varying periods of time to restricted visual environment, have been studied alone or in various combinations. Measurements were made on the electroretinogram, the electrooculogram, and the diameter of the retinal vessels as an indicator of blood flow to the retina at the time of total elimination of nitrogen. An objective method was used to test range of accommodation. In the color vision test the flicker colors of a Benham's top were matched with a colorimeter.
Keshavan, J; Gremillion, G; Escobar-Alvarez, H; Humbert, J S
Safe, autonomous navigation by aerial microsystems in less-structured environments is a difficult challenge to overcome with current technology. This paper presents a novel visual-navigation approach that combines bioinspired wide-field processing of optic flow information with control-theoretic tools for synthesis of closed loop systems, resulting in robustness and performance guarantees. Structured singular value analysis is used to synthesize a dynamic controller that provides good tracking performance in uncertain environments without resorting to explicit pose estimation or extraction of a detailed environmental depth map. Experimental results with a quadrotor demonstrate the vehicle's robust obstacle-avoidance behaviour in a straight line corridor, an S-shaped corridor and a corridor with obstacles distributed in the vehicle's path. The computational efficiency and simplicity of the current approach offers a promising alternative to satisfying the payload, power and bandwidth constraints imposed by aerial microsystems.
Huff, Nicole C.; Zielinski, David J.; Fecteau, Matthew E.; Brady, Rachael; LaBar, Kevin S.
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
Ball, Tamara S; Ritchie, Scott R
The BG-Sentinel (BGS) trap uses visual and olfactory cues as well as convection currents to attract Aedes aegypti (L.). The impact of the visual environment on trapping efficacy of the BGS trap for Ae. aegypti was investigated. Four- to 5-d nulliparous female and male Ae. aegypti were released into a semicontrolled room to evaluate the effect of the presence, reflectance, and distribution of surrounding harborage sites on BGS trapping efficacy. Low-reflective (dark) harborage sites near the BGS had a negative effect on both male and nulliparous female recapture rates; however, a more pronounced effect was observed in males. The distribution (clustered versus scattered) of dark harborage sites did not significantly affect recapture rates in either sex. In a subsequent experiment, the impact of oviposition sites on the recapture rate of gravid females was investigated. Although gravid females went to the oviposition sites and deposited eggs, the efficacy of the BGS in recapturing gravid females was not compromised. Ae. aegypti sampling in the field will mostly occur in the urban environment, whereby the BGS will be among oviposition sites and dark harborage areas in the form of household items and outdoor clutter. In addition to understanding sampling biases of the BGS, estimations of the adult population size and structure can be further adjusted based on an understanding of the impact of dark harborage sites on trap captures. Outcomes from this suite of experiments provide us with important considerations for trap deployment and interpretation of Ae. aegypti samples from the BGS trap.
Wyatt, Ryan Jason
Planetariums are akin to “branch offices” for astronomy in major cities and other locations around the globe. With immersive, fulldome video technology, modern digital planetariums offer the opportunity to integrate authentic astronomical data into both pre-recorded shows and live lectures. At the California Academy of Sciences Morrison Planetarium, we host the monthly Benjamin Dean Astronomy Lecture Series, which features researchers describing their cutting-edge work to well-informed lay audiences. The Academy’s visualization studio and engineering teams work with researchers to visualize their data in both pre-rendered and real-time formats, and these visualizations are integrated into a variety of programs—including lectures! The assets are then made available to any other planetariums with similar software to support their programming. A lecturer can thus give the same immersive presentation to audiences in a variety of planetariums. The Academy has also collaborated with Chicago’s Adler Planetarium to bring Kavli Fulldome Lecture Series to San Francisco, and the two theaters have also linked together in live “domecasts” to share real-time content with audiences in both cities. These lecture series and other, similar projects suggest a bright future for astronomers to bring their research to the public in an immersive and visually compelling format.
Seeber, Bernhard U.; Kerber, Stefan; Hafter, Ervin R.
The article reports the experience gained from two implementations of the “Simulated Open-Field Environment” (SOFE), a setup that allows sounds to be played at calibrated levels over a wide frequency range from multiple loudspeakers in an anechoic chamber. Playing sounds from loudspeakers in the free-field has the advantage that each participant listens with their own ears, and individual characteristics of the ears are captured in the sound they hear. This makes an easy and accurate comparison between various listeners with and without hearing devices possible. The SOFE uses custom calibration software to assure individual equalization of each loudspeaker. Room simulation software creates the spatio-temporal reflection pattern of sound sources in rooms which is played via the SOFE loudspeakers. The sound playback system is complemented by a video projection facility which can be used to collect or give feedback or to study auditory-visual interaction. The article discusses acoustical and technical requirements for accurate sound playback against the specific needs in hearing research. An introduction to software concepts is given which allow easy, high-level control of the setup and thus fast experimental development, turning the SOFE into a “Swiss army knife” tool for auditory, spatial hearing and audio-visual research. PMID:19909802
Bivins, Gerrick O'Ron
In the field of computational fluid dynamics (CFD) accurate representations of fluid phenomena can be simulated hut require large amounts of data to represent the flow domain. Most datasets generated from a CFD simulation can be coarse, ~10,000 nodes or cells, or very fine with node counts on the order of 1,000,000. A typical dataset solution can also contain multiple solutions for each node, pertaining to various properties of the flow at a particular node. Scalar properties such as density, temperature, pressure, and velocity magnitude are properties that are typically calculated and stored in a dataset solution. Solutions are notmore » limited to just scalar properties. Vector quantities, such as velocity, are also often calculated and stored for a CFD simulation. Accessing all of this data efficiently during runtime is a key problem for visualization in an interactive application. Understanding simulation solutions requires a post-processing tool to convert the data into something more meaningful. Ideally, the application would present an interactive visual representation of the numerical data for any dataset that was simulated while maintaining the accuracy of the calculated solution. Most CFD applications currently sacrifice interactivity for accuracy, yielding highly detailed flow descriptions hut limiting interaction for investigating the field.« less
Bivins, Gerrick O'Ron
In the field of computational fluid dynamics (CFD) accurate representations of fluid phenomena can be simulated but require large amounts of data to represent the flow domain. Most datasets generated from a CFD simulation can be coarse, ~ 10,000 nodes or cells, or very fine with node counts on the order of 1,000,000. A typical dataset solution can also contain multiple solutions for each node, pertaining to various properties of the flow at a particular node. Scalar properties such as density, temperature, pressure, and velocity magnitude are properties that are typically calculated and stored in a dataset solution. Solutions aremore » not limited to just scalar properties. Vector quantities, such as velocity, are also often calculated and stored for a CFD simulation. Accessing all of this data efficiently during runtime is a key problem for visualization in an interactive application. Understanding simulation solutions requires a post-processing tool to convert the data into something more meaningful. Ideally, the application would present an interactive visual representation of the numerical data for any dataset that was simulated while maintaining the accuracy of the calculated solution. Most CFD applications currently sacrifice interactivity for accuracy, yielding highly detailed flow descriptions but limiting interaction for investigating the field.« less
Best, Virginia; Marrone, Nicole; Mason, Christine R; Kidd, Gerald; Shinn-Cunningham, Barbara G
This study asked whether or not listeners with sensorineural hearing loss have an impaired ability to use top-down attention to enhance speech intelligibility in the presence of interfering talkers. Listeners were presented with a target string of spoken digits embedded in a mixture of five spatially separated speech streams. The benefit of providing simple visual cues indicating when and/or where the target would occur was measured in listeners with hearing loss, listeners with normal hearing, and a control group of listeners with normal hearing who were tested at a lower target-to-masker ratio to equate their baseline (no cue) performance with the hearing-loss group. All groups received robust benefits from the visual cues. The magnitude of the spatial-cue benefit, however, was significantly smaller in listeners with hearing loss. Results suggest that reduced utility of selective attention for resolving competition between simultaneous sounds contributes to the communication difficulties experienced by listeners with hearing loss in everyday listening situations.
Kersten, T. P.; Büyüksalih, G.; Tschirschwitz, F.; Kan, T.; Deggim, S.; Kaya, Y.; Baskaraca, A. P.
Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
Huber, Tobias; Wunderling, Tom; Paschold, Markus; Lang, Hauke; Kneist, Werner; Hansen, Christian
Virtual reality (VR) applications with head-mounted displays (HMDs) have had an impact on information and multimedia technologies. The current work aimed to describe the process of developing a highly immersive VR simulation for laparoscopic surgery. We combined a VR laparoscopy simulator (LapSim) and a VR-HMD to create a user-friendly VR simulation scenario. Continuous clinical feedback was an essential aspect of the development process. We created an artificial VR (AVR) scenario by integrating the simulator video output with VR game components of figures and equipment in an operating room. We also created a highly immersive VR surrounding (IVR) by integrating the simulator video output with a [Formula: see text] video of a standard laparoscopy scenario in the department's operating room. Clinical feedback led to optimization of the visualization, synchronization, and resolution of the virtual operating rooms (in both the IVR and the AVR). Preliminary testing results revealed that individuals experienced a high degree of exhilaration and presence, with rare events of motion sickness. The technical performance showed no significant difference compared to that achieved with the standard LapSim. Our results provided a proof of concept for the technical feasibility of an custom highly immersive VR-HMD setup. Future technical research is needed to improve the visualization, immersion, and capability of interacting within the virtual scenario.
Moor, Brian D.; Deek, Fadi P.
Few beginners find learning to program easy. There are many factors at work in this phenomenon with some being simply inherent in the subject itself, while others have more to do with deficiencies in learning methods and resources. As a result, many programming environments, software applications, and learning tools have been developed to address…
Koenderink, Jan J.
The world is all physical reality (Higgs bosons, and so forth), the "environment" is a geographical locality (your city, …), the "Umwelt" is the totality of possible actions of the environment on the sensitive body surface of an agent (you, your dog, …) and the possible actions of the agent on the environment (mechanical, chemical, …), whereas the "innerworld" is what it is for the agent to be, that is awareness. Awareness is pre-personal, proto-conscious, and (perhaps) proto-rational. The various "worlds" described above are on distinct ontological levels. The world, and the environment are studied in the exact sciences, the Umwelt is studied by physiology and ethology. Ethology is like behavioristic psychology, with the difference that it applies to all animals. It skips the innerworld, e.g., it considers speech to be a movement of air molecules.The innerworld can only be known through first person reports, thus is intrinsically subjective. It can only be approached through "experimental phenomenology", which is based on intersubjectivity among humans. In this setting speech may mean something in addition to the movements of molecules. These views lead to a model of vision as an "optical user interface". It has consequences for many applications.
Auvinen, Tapio; Hakulinen, Lasse; Malmi, Lauri
In online learning environments where automatic assessment is used, students often resort to harmful study practices such as procrastination and trial-and-error. In this paper, we study two teaching interventions that were designed to address these issues in a university-level computer science course. In the first intervention, we used achievement…
Cheng, Qingsu; Aravind, Ashwin; Buckley, Matthew; ...
To date, in situ visualization of microbial density has remained an open problem. Here, functionalized buckyballs (e.g., C60-pyrrolidine tris acid) are shown to be a versatile platform that allows internalization within a microorganism without either adhering to the cell wall and cell membrane or binding to a matrix substrate such as soil. These molecular probes are validated via multi-scale imaging, to show association with microorganisms via fluorescence microscopy, positive cellular uptake via electron microscopy, and non-specific binding to the substrates through a combination of fluorescence and autoradiography imaging. In conclusion, we also demonstrate that cysteine-functionalized C60- pyrrolidine tris acid canmore » differentiate live and dead microorganisms.« less
Kronberg, James W.
An immersible solar heater comprising a light-absorbing panel attached to a frame for absorbing heat energy from the light and transferring the absorbed heat energy directly to the fluid in which the heater is immersed. The heater can be used to heat a swimming pool, for example, and is held in position and at a preselected angle by a system of floats, weights and tethers so that the panel can operate efficiently. A skid can be used in one embodiment to prevent lateral movement of the heater along the bottom of the pool. Alternative embodiments include different arrangements of the weights, floats and tethers and methods for making the heater.
Lui, Michelle; Slotta, James D.
This article presents the design of an immersive simulation and inquiry activity for technology-enhanced classrooms. Using a co-design method, researchers worked with a high school biology teacher to create a rainforest simulation, distributed across several large displays in the room to immerse students in the environment. The authors created and…
Voelkel, Robert H.; Johnson, Christie W.; Gilbert, Kristen A.
The purpose of this article is to present how one university incorporates immersive simulations through platforms which employ avatars to enhance graduate student understanding and learning in educational leadership programs. While using simulations and immersive virtual environments continues to grow, the literature suggests limited evidence of…
Immersion has been an acclaimed approach for second-language acquisition, but is not available to most students. The idea of this study was to create a mobile immersion environment on a smartphone using a mobile instant messenger, WhatsApp™. Forty-five Form-1 (7th grade) students divided into the Mobile Group and Control Group participated in a…
Shapley, Kelly; Sheehan, Daniel; Maloney, Catherine; Caranikas-Walker, Fanny; Huntsberger, Briana; Sturges, Keith
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…
Shapley, Kelly; Sheehan, Daniel; Sturges, Keith; Caranikas-Walker, Fanny; Huntsberger, Briana; Maloney, Catherine
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…
Blashki, Katherine; Nichol, Sophie; Jia, Dawei; Prompramote, Supawan
This paper explores the application of four elements deemed to be essential to immersive learning; immersion, engagement, risk/creativity and agency. The authors discuss the implementation of these four elements within two very different classroom environments, one secondary and one tertiary, to illustrate the importance of students' active…