Sign Language for K-8 Mathematics by 3D Interactive Animation
ERIC Educational Resources Information Center
Adamo-Villani, Nicoletta; Doublestein, John; Martin, Zachary
2005-01-01
We present a new highly interactive computer animation tool to increase the mathematical skills of deaf children. We aim at increasing the effectiveness of (hearing) parents in teaching arithmetic to their deaf children, and the opportunity of deaf children to learn arithmetic via interactive media. Using state-of-the-art computer animation…
Using a Computer Animation to Teach High School Molecular Biology
ERIC Educational Resources Information Center
Rotbain, Yosi; Marbach-Ad, Gili; Stavy, Ruth
2008-01-01
We present an active way to use a computer animation in secondary molecular genetics class. For this purpose we developed an activity booklet that helps students to work interactively with a computer animation which deals with abstract concepts and processes in molecular biology. The achievements of the experimental group were compared with those…
Interactive Computer Simulation and Animation for Improving Student Learning of Particle Kinetics
ERIC Educational Resources Information Center
Fang, N.; Guo, Y.
2016-01-01
Computer simulation and animation (CSA) has been receiving growing attention and wide application in engineering education in recent years. A new interactive CSA module was developed in the present study to improve student learning of particle kinetics in an undergraduate engineering dynamics course. The unique feature of this CSA module is that…
ERIC Educational Resources Information Center
Akpinar, Ercan
2014-01-01
This study investigates the effects of using interactive computer animations based on predict-observe-explain (POE) as a presentation tool on primary school students' understanding of the static electricity concepts. A quasi-experimental pre-test/post-test control group design was utilized in this study. The experiment group consisted of 30…
Computer animation of modal and transient vibrations
NASA Technical Reports Server (NTRS)
Lipman, Robert R.
1987-01-01
An interactive computer graphics processor is described that is capable of generating input to animate modal and transient vibrations of finite element models on an interactive graphics system. The results from NASTRAN can be postprocessed such that a three dimensional wire-frame picture, in perspective, of the finite element mesh is drawn on the graphics display. Modal vibrations of any mode shape or transient motions over any range of steps can be animated. The finite element mesh can be color-coded by any component of displacement. Viewing parameters and the rate of vibration of the finite element model can be interactively updated while the structure is vibrating.
NASA Astrophysics Data System (ADS)
Whitford, Dennis J.
2002-05-01
This paper, the second of a two-part series, introduces undergraduate students to ocean wave forecasting using interactive computer-generated visualization and animation. Verbal descriptions and two-dimensional illustrations are often insufficient for student comprehension. Fortunately, the introduction of computers in the geosciences provides a tool for addressing this problem. Computer-generated visualization and animation, accompanied by oral explanation, have been shown to be a pedagogical improvement to more traditional methods of instruction. Cartographic science and other disciplines using geographical information systems have been especially aggressive in pioneering the use of visualization and animation, whereas oceanography has not. This paper will focus on the teaching of ocean swell wave forecasting, often considered a difficult oceanographic topic due to the mathematics and physics required, as well as its interdependence on time and space. Several MATLAB ® software programs are described and offered to visualize and animate group speed, frequency dispersion, angular dispersion, propagation, and wave height forecasting of deep water ocean swell waves. Teachers may use these interactive visualizations and animations without requiring an extensive background in computer programming.
Computer program for maintenance of individual animal records in a nonhuman primate colony.
Kuehl, T J; Dukelow, W R
1977-06-01
A computer program was developed to maintain animal records for a nonhuman primate colony used in research. The program was designed for use with an existing laboratory notebook system. The computer program identifies each notebook entry containing information about each animal and keeps other information, including animal name, sex, species, projects to which the animal is assigned, location of the animal, dates and body weights. The program is interactive and easy to use. Information stored in the system is readily accessible to all investigators using the animals. In 17 months of use, 1382 master file entries were developed for 113 monkeys.
ERIC Educational Resources Information Center
Haglund, Jesper; Stromdahl, Helge
2012-01-01
Nineteen informants (n = 19) were asked to study and comment two computer animations of the Otto combustion engine. One animation was non-interactive and realistic in the sense of depicting a physical engine. The other animation was more idealised, interactive and synchronised with a dynamic PV-graph. The informants represented practical and…
Facial Animations: Future Research Directions & Challenges
NASA Astrophysics Data System (ADS)
Alkawaz, Mohammed Hazim; Mohamad, Dzulkifli; Rehman, Amjad; Basori, Ahmad Hoirul
2014-06-01
Nowadays, computer facial animation is used in a significant multitude fields that brought human and social to study the computer games, films and interactive multimedia reality growth. Authoring the computer facial animation, complex and subtle expressions are challenging and fraught with problems. As a result, the current most authored using universal computer animation techniques often limit the production quality and quantity of facial animation. With the supplement of computer power, facial appreciative, software sophistication and new face-centric methods emerging are immature in nature. Therefore, this paper concentrates to define and managerially categorize current and emerged surveyed facial animation experts to define the recent state of the field, observed bottlenecks and developing techniques. This paper further presents a real-time simulation model of human worry and howling with detail discussion about their astonish, sorrow, annoyance and panic perception.
Computers for Interactive Learning.
ERIC Educational Resources Information Center
Grabowski, Barbara; Aggen, William
1984-01-01
Analyzes features of computer-based interactive video including sophisticated answer judging, diagnostic feedback, simulation, animation, audible tones, touch sensitive screen, function keys, and video enhancements, and matches these to the characteristics and pedagogical styles of learners. The learner characteristics discussed include internal…
Cognitive Support for Learning Computer-Based Tasks Using Animated Demonstration
ERIC Educational Resources Information Center
Chen, Chun-Ying
2016-01-01
This study investigated the influence of cognitive support for learning computer-based tasks using animated demonstration (AD) on instructional efficiency. Cognitive support included (1) segmentation and learner control introducing interactive devices that allow content sequencing through a navigational menu, and content pacing through stop and…
ERIC Educational Resources Information Center
Yeh, Yu-Fang
2016-01-01
Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have…
ERIC Educational Resources Information Center
Kaisarevic, Sonja N.; Andric, Silvana A.; Kostic, Tatjana S.
2017-01-01
In response to the Bologna Declaration and contemporary trends in Animal Physiology education, the Animal Physiology course at the Faculty of Sciences, University of Novi Sad, Serbia, has evolved over a 12-year period (2001-2012): from a classical two-semester course toward a one-semester course utilizing computer simulations of animal…
NASA Astrophysics Data System (ADS)
Lahti, Paul M.; Motyka, Eric J.; Lancashire, Robert J.
2000-05-01
A straightforward procedure is described to combine computation of molecular vibrational modes using commonly available molecular modeling programs with visualization of the modes using advanced features of the MDL Information Systems Inc. Chime World Wide Web browser plug-in. Minor editing of experimental spectra that are stored in the JCAMP-DX format allows linkage of IR spectral frequency ranges to Chime molecular display windows. The spectra and animation files can be combined by Hypertext Markup Language programming to allow interactive linkage between experimental spectra and computationally generated vibrational displays. Both the spectra and the molecular displays can be interactively manipulated to allow the user maximum control of the objects being viewed. This procedure should be very valuable not only for aiding students through visual linkage of spectra and various vibrational animations, but also by assisting them in learning the advantages and limitations of computational chemistry by comparison to experiment.
MARTI: man-machine animation real-time interface
NASA Astrophysics Data System (ADS)
Jones, Christian M.; Dlay, Satnam S.
1997-05-01
The research introduces MARTI (man-machine animation real-time interface) for the realization of natural human-machine interfacing. The system uses simple vocal sound-tracks of human speakers to provide lip synchronization of computer graphical facial models. We present novel research in a number of engineering disciplines, which include speech recognition, facial modeling, and computer animation. This interdisciplinary research utilizes the latest, hybrid connectionist/hidden Markov model, speech recognition system to provide very accurate phone recognition and timing for speaker independent continuous speech, and expands on knowledge from the animation industry in the development of accurate facial models and automated animation. The research has many real-world applications which include the provision of a highly accurate and 'natural' man-machine interface to assist user interactions with computer systems and communication with one other using human idiosyncrasies; a complete special effects and animation toolbox providing automatic lip synchronization without the normal constraints of head-sets, joysticks, and skilled animators; compression of video data to well below standard telecommunication channel bandwidth for video communications and multi-media systems; assisting speech training and aids for the handicapped; and facilitating player interaction for 'video gaming' and 'virtual worlds.' MARTI has introduced a new level of realism to man-machine interfacing and special effect animation which has been previously unseen.
ERIC Educational Resources Information Center
Carter, Elizabeth J.; Williams, Diane L.; Hodgins, Jessica K.; Lehman, Jill F.
2014-01-01
Few direct comparisons have been made between the responsiveness of children with autism to computer-generated or animated characters and their responsiveness to humans. Twelve 4-to 8-year-old children with autism interacted with a human therapist; a human-controlled, interactive avatar in a theme park; a human actor speaking like the avatar; and…
ERIC Educational Resources Information Center
Matsuda, Hiroshi; Shindo, Yoshiaki
2006-01-01
The 3D computer graphics (3D-CG) animation using a virtual actor's speaking is very effective as an educational medium. But it takes a long time to produce a 3D-CG animation. To reduce the cost of producing 3D-CG educational contents and improve the capability of the education system, we have developed a new education system using Virtual Actor.…
An Implementation of Interactive Objects on the Web.
ERIC Educational Resources Information Center
Fritze, Paul
With the release of ShockWave, MacroMedia Director animations can now be incorporated directly into Web pages to provide high quality animation and interactivity, to support, for example, tutorial style questions and instantaneous feedback. This paper looks at the application of this technique in the translation of a traditional computer-based…
Use of Colour and Interactive Animation in Learning 3D Vectors
ERIC Educational Resources Information Center
Iskander, Wejdan; Curtis, Sharon
2005-01-01
This study investigated the effects of two computer-implemented techniques (colour and interactive animation) on learning 3D vectors. The participants were 43 female Saudi Arabian high school students. They were pre-tested on 3D vectors using a paper questionnaire that consisted of calculation and visualization types of questions. The students…
Advances in Human-Computer Interaction: Graphics and Animation Components for Interface Design
NASA Astrophysics Data System (ADS)
Cipolla Ficarra, Francisco V.; Nicol, Emma; Cipolla-Ficarra, Miguel; Richardson, Lucy
We present an analysis of communicability methodology in graphics and animation components for interface design, called CAN (Communicability, Acceptability and Novelty). This methodology has been under development between 2005 and 2010, obtaining excellent results in cultural heritage, education and microcomputing contexts. In studies where there is a bi-directional interrelation between ergonomics, usability, user-centered design, software quality and the human-computer interaction. We also present the heuristic results about iconography and layout design in blogs and websites of the following countries: Spain, Italy, Portugal and France.
Using 3D computer simulations to enhance ophthalmic training.
Glittenberg, C; Binder, S
2006-01-01
To develop more effective methods of demonstrating and teaching complex topics in ophthalmology with the use of computer aided three-dimensional (3D) animation and interactive multimedia technologies. We created 3D animations and interactive computer programmes demonstrating the neuroophthalmological nature of the oculomotor system, including the anatomy, physiology and pathophysiology of the extra-ocular eye muscles and the oculomotor cranial nerves, as well as pupillary symptoms of neurological diseases. At the University of Vienna we compared their teaching effectiveness to conventional teaching methods in a comparative study involving 100 medical students, a multiple choice exam and a survey. The comparative study showed that our students achieved significantly better test results (80%) than the control group (63%) (diff. = 17 +/- 5%, p = 0.004). The survey showed a positive reaction to the software and a strong preference to have more subjects and techniques demonstrated in this fashion. Three-dimensional computer animation technology can significantly increase the quality and efficiency of the education and demonstration of complex topics in ophthalmology.
Using Animation and Interactivity To Enrich Reading and Writing Activities.
ERIC Educational Resources Information Center
Gladhart, Marsha A.
In the hands of inspired teachers, computers can provide opportunities for creativity and interaction that add new excitement to learning. PowerPoint and HyperStudio are just two examples of computer software that are frequently used by students to share knowledge and develop communication skills using multimedia. Publishing their work with the…
ERIC Educational Resources Information Center
Kalkanis, G.; Sarris, M. M.
1999-01-01
Describes an educational software program for the study of and detection methods for the cosmic ray muons passing through several light transparent materials (i.e., water, air, etc.). Simulates muons and Cherenkov photons' paths and interactions and visualizes/animates them on the computer screen using Monte Carlo methods/techniques which employ…
NASA Astrophysics Data System (ADS)
Akpınar, Ercan
2014-08-01
This study investigates the effects of using interactive computer animations based on predict-observe-explain (POE) as a presentation tool on primary school students' understanding of the static electricity concepts. A quasi-experimental pre-test/post-test control group design was utilized in this study. The experiment group consisted of 30 students, and the control group of 27 students. The control group received normal instruction in which the teacher provided instruction by means of lecture, discussion and homework. Whereas in the experiment group, dynamic and interactive animations based on POE were used as a presentation tool. Data collection tools used in the study were static electricity concept test and open-ended questions. The static electricity concept test was used as pre-test before the implementation, as post-test at the end of the implementation and as delay test approximately 6 weeks after the implementation. Open-ended questions were used at the end of the implementation and approximately 6 weeks after the implementation. Results indicated that the interactive animations used as presentation tools were more effective on the students' understanding of static electricity concepts compared to normal instruction.
Computer-animated model of accommodation and presbyopia.
Goldberg, Daniel B
2015-02-01
To understand, demonstrate, and further research the mechanisms of accommodation and presbyopia. Private practice, Little Silver, New Jersey, USA. Experimental study. The CAMA 2.0 computer-animated model of accommodation and presbyopia was produced in collaboration with an experienced medical animator using Autodesk Maya animation software and Adobe After Effects. The computer-animated model demonstrates the configuration and synchronous movements of all accommodative elements. A new classification of the zonular apparatus based on structure and function is proposed. There are 3 divisions of zonular fibers; that is, anterior, crossing, and posterior. The crossing zonular fibers form a scaffolding to support the lens; the anterior and posterior zonular fibers work reciprocally to achieve focused vision. The model demonstrates the important support function of Weiger ligament. Dynamic movement of the ora serrata demonstrates that the forces of ciliary muscle contraction store energy for disaccommodation in the elastic choroid. The flow of aqueous and vitreous provides strong evidence for our understanding of the hydrodynamic interactions during the accommodative cycle. The interaction may result from the elastic stretch in the choroid transmitted to the vitreous rather than from vitreous pressue. The model supports the concept that presbyopia results from loss of elasticity and increasing ocular rigidity in both the lenticular and extralenticular structures. The computer-animated model demonstrates the structures of accommodation moving in synchrony and might enhance understanding of the mechanisms of accommodation and presbyopia. Dr. Goldberg is a consultant to Acevision, Inc., and Bausch & Lomb. Copyright © 2015 ASCRS and ESCRS. Published by Elsevier Inc. All rights reserved.
Computer-Based Alternatives to Using Animals in Teaching Physiology.
ERIC Educational Resources Information Center
Dewhurst, David
1990-01-01
Three interactive computer-assisted learning programs are described. The use of tissues from freshly killed frogs is simulated, including the isolated sciatic nerve, the sciatic nerve-gastrocnemius muscle, and the in situ heart. (KR)
ERIC Educational Resources Information Center
Tsai, Yueh-Feng; Kaufman, David
2014-01-01
Previous research by Tsai and Kaufman (2010a, 2010b) has suggested that computer-simulated virtual pet dogs can be used as a potential medium to enhance children's development of empathy and humane attitudes toward animals. To gain a deeper understanding of how and why interacting with a virtual pet dog might influence children's social and…
Lamberti, Fabrizio; Paravati, Gianluca; Gatteschi, Valentina; Cannavo, Alberto; Montuschi, Paolo
2018-05-01
Software for computer animation is generally characterized by a steep learning curve, due to the entanglement of both sophisticated techniques and interaction methods required to control 3D geometries. This paper proposes a tool designed to support computer animation production processes by leveraging the affordances offered by articulated tangible user interfaces and motion capture retargeting solutions. To this aim, orientations of an instrumented prop are recorded together with animator's motion in the 3D space and used to quickly pose characters in the virtual environment. High-level functionalities of the animation software are made accessible via a speech interface, thus letting the user control the animation pipeline via voice commands while focusing on his or her hands and body motion. The proposed solution exploits both off-the-shelf hardware components (like the Lego Mindstorms EV3 bricks and the Microsoft Kinect, used for building the tangible device and tracking animator's skeleton) and free open-source software (like the Blender animation tool), thus representing an interesting solution also for beginners approaching the world of digital animation for the first time. Experimental results in different usage scenarios show the benefits offered by the designed interaction strategy with respect to a mouse & keyboard-based interface both for expert and non-expert users.
Data Visualization and Animation Lab (DVAL) overview
NASA Technical Reports Server (NTRS)
Stacy, Kathy; Vonofenheim, Bill
1994-01-01
The general capabilities of the Langley Research Center Data Visualization and Animation Laboratory is described. These capabilities include digital image processing, 3-D interactive computer graphics, data visualization and analysis, video-rate acquisition and processing of video images, photo-realistic modeling and animation, video report generation, and color hardcopies. A specialized video image processing system is also discussed.
Proposed standards for peer-reviewed publication of computer code
USDA-ARS?s Scientific Manuscript database
Computer simulation models are mathematical abstractions of physical systems. In the area of natural resources and agriculture, these physical systems encompass selected interacting processes in plants, soils, animals, or watersheds. These models are scientific products and have become important i...
Learner Perceptions of Realism and Magic in Computer Simulations.
ERIC Educational Resources Information Center
Hennessy, Sara; O'Shea, Tim
1993-01-01
Discusses the possible lack of credibility in educational interactive computer simulations. Topics addressed include "Shopping on Mars," a collaborative adventure game for arithmetic calculation that uses direct manipulation in the microworld; the Alternative Reality Kit, a graphical animated environment for creating interactive…
Alternatives in Medical Education: Non-Animal Methods.
ERIC Educational Resources Information Center
Carlson, Peggy, Ed.
The technology explosion in medical education has led to the use of computer models, videotapes, interactive videos, and state-of-the-art simulators in medical training. This booklet describes alternatives to using animals in medical education. Although it is mainly intended to describe products applicable to medical school courses, high-quality,…
Aeroelastic, CFD, and Dynamics Computation and Optimization for Buffet and Flutter Applications
NASA Technical Reports Server (NTRS)
Kandil, Osama A.
1997-01-01
Accomplishments achieved during the reporting period are listed. These accomplishments included 6 papers published in various journals or presented at various conferences; 1 abstract submitted to a technical conference; production of 2 animated movies; and a proposal for use of the National Aerodynamic Simulation Facility at NASA Ames Research Center for further research. The published and presented papers and animated movies addressed the following topics: aeroelasticity, computational fluid dynamics, structural dynamics, wing and tail buffet, vortical flow interactions, and delta wings.
Computer constructed imagery of distant plasma interaction boundaries
DOE Office of Scientific and Technical Information (OSTI.GOV)
Grenstadt, E.W.; Schurr, H.D.; Tsugawa, R.K.
1982-01-01
Computer constructed sketches of plasma boundaries arising from the interaction between the solar wind and the magnetosphere can serve as both didactic and research tools. In particular, the structure of the earth's bow shock can be represented as a nonuniform surfce according to the instantaneous orientation of the IMF, and temporal changes in structural distribution can be modeled as a sequence of sketches based on observed sequences of spacecraft-based measurements. Viewed rapidly, such a sequence of sketches can be the basis for representation of plasma processes by computer animation.
An Interactive Multimedia Software Program for Exploring Electrochemical Cells.
ERIC Educational Resources Information Center
Greenbowe, Thomas J.
1994-01-01
Describes computer-animated sequences and interactive multimedia instructional programs for use in introductory chemistry which allow students to explore electrochemical cells. The workbench section enables students to manipulate the experimental apparatus, chemicals, and instruments in order to design and build an experiment. The interactive…
Infotech Interactive: Increasing Student Participation Using Multimedia.
ERIC Educational Resources Information Center
Baxter, Anthony Q.
Multimedia techniques allow one to present information using text, video, animations, and sound. "Infotech Interactive" is a CD-ROM multimedia product developed to enhance an introductory computing concepts course. The software includes the following module topics: (1) "Mouse Basics"; (2) "Data into Information"; (3)…
NASA Astrophysics Data System (ADS)
Moon, Hye Sun
Visuals are most extensively used as instructional tools in education to present spatially-based information. Recent computer technology allows the generation of 3D animated visuals to extend the presentation in computer-based instruction. Animated visuals in 3D representation not only possess motivational value that promotes positive attitudes toward instruction but also facilitate learning when the subject matter requires dynamic motion and 3D visual cue. In this study, three questions are explored: (1) how 3D graphics affects student learning and attitude, in comparison with 2D graphics; (2) how animated graphics affects student learning and attitude, in comparison with static graphics; and (3) whether the use of 3D graphics, when they are supported by interactive animation, is the most effective visual cues to improve learning and to develop positive attitudes. A total of 145 eighth-grade students participated in a 2 x 2 factorial design study. The subjects were randomly assigned to one of four computer-based instructions: 2D static; 2D animated; 3D static; and 3D animated. The results indicated that: (1) Students in the 3D graphic condition exhibited more positive attitudes toward instruction than those in the 2D graphic condition. No group differences were found between the posttest score of 3D graphic condition and that of 2D graphic condition. However, students in the 3D graphic condition took less time for information retrieval on posttest than those in the 2D graphic condition. (2) Students in the animated graphic condition exhibited slightly more positive attitudes toward instruction than those in the static graphic condition. No group differences were found between the posttest score of animated graphic condition and that of static graphic condition. However, students in the animated graphic condition took less time for information retrieval on posttest than those in the static graphic condition. (3) Students in the 3D animated graphic condition exhibited more positive attitudes toward instruction than those in other treatment conditions (2D static, 2D animated, and 3D static conditions). No group differences were found in the posttest scores among four treatment conditions. However, students in the 3D animated condition took less time for information retrieval on posttest than those in other treatment conditions.
Understanding how animal groups achieve coordinated movement
Herbert-Read, J. E.
2016-01-01
ABSTRACT Moving animal groups display remarkable feats of coordination. This coordination is largely achieved when individuals adjust their movement in response to their neighbours' movements and positions. Recent advancements in automated tracking technologies, including computer vision and GPS, now allow researchers to gather large amounts of data on the movements and positions of individuals in groups. Furthermore, analytical techniques from fields such as statistical physics now allow us to identify the precise interaction rules used by animals on the move. These interaction rules differ not only between species, but also between individuals in the same group. These differences have wide-ranging implications, affecting how groups make collective decisions and driving the evolution of collective motion. Here, I describe how trajectory data can be used to infer how animals interact in moving groups. I give examples of the similarities and differences in the spatial and directional organisations of animal groups between species, and discuss the rules that animals use to achieve this organisation. I then explore how groups of the same species can exhibit different structures, and ask whether this results from individuals adapting their interaction rules. I then examine how the interaction rules between individuals in the same groups can also differ, and discuss how this can affect ecological and evolutionary processes. Finally, I suggest areas of future research. PMID:27707862
NASA Astrophysics Data System (ADS)
Whitford, Dennis J.
2002-05-01
Ocean waves are the most recognized phenomena in oceanography. Unfortunately, undergraduate study of ocean wave dynamics and forecasting involves mathematics and physics and therefore can pose difficulties with some students because of the subject's interrelated dependence on time and space. Verbal descriptions and two-dimensional illustrations are often insufficient for student comprehension. Computer-generated visualization and animation offer a visually intuitive and pedagogically sound medium to present geoscience, yet there are very few oceanographic examples. A two-part article series is offered to explain ocean wave forecasting using computer-generated visualization and animation. This paper, Part 1, addresses forecasting of sea wave conditions and serves as the basis for the more difficult topic of swell wave forecasting addressed in Part 2. Computer-aided visualization and animation, accompanied by oral explanation, are a welcome pedagogical supplement to more traditional methods of instruction. In this article, several MATLAB ® software programs have been written to visualize and animate development and comparison of wave spectra, wave interference, and forecasting of sea conditions. These programs also set the stage for the more advanced and difficult animation topics in Part 2. The programs are user-friendly, interactive, easy to modify, and developed as instructional tools. By using these software programs, teachers can enhance their instruction of these topics with colorful visualizations and animation without requiring an extensive background in computer programming.
Russian HyperTutor: Designing Interactive Multimedia for the Macintosh.
ERIC Educational Resources Information Center
Mitrevski, George
1995-01-01
Describes an interactive, multimedia computer program designed to teach Russian grammar, and accompany a commercial textbook. Each of the 35 lessons integrates graphics, sound, and animation. A dictionary and extensive vocabulary exercises are also included. Tutorials provide simple but concise grammar explanations that the teacher can edit or…
Universal computing by DNA origami robots in a living animal
Levner, Daniel; Ittah, Shmulik; Abu-Horowitz, Almogit; Bachelet, Ido
2014-01-01
Biological systems are collections of discrete molecular objects that move around and collide with each other. Cells carry out elaborate processes by precisely controlling these collisions, but developing artificial machines that can interface with and control such interactions remains a significant challenge. DNA is a natural substrate for computing and has been used to implement a diverse set of mathematical problems1-3, logic circuits4-6 and robotics7-9. The molecule also naturally interfaces with living systems, and different forms of DNA-based biocomputing have previously been demonstrated10-13. Here we show that DNA origami14-16 can be used to fabricate nanoscale robots that are capable of dynamically interacting with each other17-18 in a living animal. The interactions generate logical outputs, which are relayed to switch molecular payloads on or off. As a proof-of-principle, we use the system to create architectures that emulate various logic gates (AND, OR, XOR, NAND, NOT, CNOT, and a half adder). Following an ex vivo prototyping phase, we successfully employed the DNA origami robots in living cockroaches (Blaberus discoidalis) to control a molecule that targets the cells of the animal. PMID:24705510
An Empathic Avatar in a Computer-Aided Learning Program to Encourage and Persuade Learners
ERIC Educational Resources Information Center
Chen, Gwo-Dong; Lee, Jih-Hsien; Wang, Chin-Yeh; Chao, Po-Yao; Li, Liang-Yi; Lee, Tzung-Yi
2012-01-01
Animated pedagogical agents with characteristics such as facial expressions, gestures, and human emotions, under an interactive user interface are attractive to students and have high potential to promote students' learning. This study proposes a convenient method to add an embodied empathic avatar into a computer-aided learning program; learners…
Learning English with "The Sims": Exploiting Authentic Computer Simulation Games for L2 Learning
ERIC Educational Resources Information Center
Ranalli, Jim
2008-01-01
With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…
Flow visualization of CFD using graphics workstations
NASA Technical Reports Server (NTRS)
Lasinski, Thomas; Buning, Pieter; Choi, Diana; Rogers, Stuart; Bancroft, Gordon
1987-01-01
High performance graphics workstations are used to visualize the fluid flow dynamics obtained from supercomputer solutions of computational fluid dynamic programs. The visualizations can be done independently on the workstation or while the workstation is connected to the supercomputer in a distributed computing mode. In the distributed mode, the supercomputer interactively performs the computationally intensive graphics rendering tasks while the workstation performs the viewing tasks. A major advantage of the workstations is that the viewers can interactively change their viewing position while watching the dynamics of the flow fields. An overview of the computer hardware and software required to create these displays is presented. For complex scenes the workstation cannot create the displays fast enough for good motion analysis. For these cases, the animation sequences are recorded on video tape or 16 mm film a frame at a time and played back at the desired speed. The additional software and hardware required to create these video tapes or 16 mm movies are also described. Photographs illustrating current visualization techniques are discussed. Examples of the use of the workstations for flow visualization through animation are available on video tape.
Understanding how animal groups achieve coordinated movement.
Herbert-Read, J E
2016-10-01
Moving animal groups display remarkable feats of coordination. This coordination is largely achieved when individuals adjust their movement in response to their neighbours' movements and positions. Recent advancements in automated tracking technologies, including computer vision and GPS, now allow researchers to gather large amounts of data on the movements and positions of individuals in groups. Furthermore, analytical techniques from fields such as statistical physics now allow us to identify the precise interaction rules used by animals on the move. These interaction rules differ not only between species, but also between individuals in the same group. These differences have wide-ranging implications, affecting how groups make collective decisions and driving the evolution of collective motion. Here, I describe how trajectory data can be used to infer how animals interact in moving groups. I give examples of the similarities and differences in the spatial and directional organisations of animal groups between species, and discuss the rules that animals use to achieve this organisation. I then explore how groups of the same species can exhibit different structures, and ask whether this results from individuals adapting their interaction rules. I then examine how the interaction rules between individuals in the same groups can also differ, and discuss how this can affect ecological and evolutionary processes. Finally, I suggest areas of future research. © 2016. Published by The Company of Biologists Ltd.
Visualization and Interaction in Research, Teaching, and Scientific Communication
NASA Astrophysics Data System (ADS)
Ammon, C. J.
2017-12-01
Modern computing provides many tools for exploring observations, numerical calculations, and theoretical relationships. The number of options is, in fact, almost overwhelming. But the choices provide those with modest programming skills opportunities to create unique views of scientific information and to develop deeper insights into their data, their computations, and the underlying theoretical data-model relationships. I present simple examples of using animation and human-computer interaction to explore scientific data and scientific-analysis approaches. I illustrate how valuable a little programming ability can free scientists from the constraints of existing tools and can facilitate the development of deeper appreciation data and models. I present examples from a suite of programming languages ranging from C to JavaScript including the Wolfram Language. JavaScript is valuable for sharing tools and insight (hopefully) with others because it is integrated into one of the most powerful communication tools in human history, the web browser. Although too much of that power is often spent on distracting advertisements, the underlying computation and graphics engines are efficient, flexible, and almost universally available in desktop and mobile computing platforms. Many are working to fulfill the browser's potential to become the most effective tool for interactive study. Open-source frameworks for visualizing everything from algorithms to data are available, but advance rapidly. One strategy for dealing with swiftly changing tools is to adopt common, open data formats that are easily adapted (often by framework or tool developers). I illustrate the use of animation and interaction in research and teaching with examples from earthquake seismology.
Virtual Frog Dissection Kit Version 2.2
Virtual Frog Dissection Kit This award-winning interactive program is part of the "Whole Frog " project. You can interactively dissect a (digitized) frog named Fluffy, and play the Virtual Frog animals other than the frog that have a computer-graphics based virtual dissection page. We get frequent
Integrative Metabolism: An Interactive Learning Tool for Nutrition, Biochemistry, and Physiology
ERIC Educational Resources Information Center
Carey, Gale
2010-01-01
Metabolism is a dynamic, simultaneous, and integrative science that cuts across nutrition, biochemistry, and physiology. Teaching this science can be a challenge. The use of a scenario-based, visually appealing, interactive, computer-animated CD may overcome the limitations of learning "one pathway at a time" and engage two- and…
Using Interactive Multimedia to Teach Pedestrian Safety: An Exploratory Study
ERIC Educational Resources Information Center
Glang, Ann; Noell, John; Ary, Dennis; Swartz, Lynne
2005-01-01
Objectives: To evaluate an interactive multimedia (IMM) program that teaches young children safe pedestrian skills. Methods: The program uses IMM (animation and video) to teach children critical skills for crossing streets safely. A computer-delivered video assessment and a real-life street simulation were used to measure the effectiveness of the…
ERIC Educational Resources Information Center
Flannery, Louise P.; Bers, Marina Umaschi
2013-01-01
Young learners today generate, express, and interact with sophisticated ideas using a range of digital tools to explore interactive stories, animations, computer games, and robotics. In recent years, new developmentally appropriate robotics kits have been entering early childhood classrooms. This paper presents a retrospective analysis of one…
The Use of Digitized Images in Developing Software for Young Children.
ERIC Educational Resources Information Center
Wright, June L.
1992-01-01
Parents and children interacted with computer-based representations of a park, one with animated picture graphics and one with digitized full motion video. Children who interacted with the digitized representation replayed the program more and showed a stronger cognitive focus on the representation than did the other children. (LB)
The Role of Agent Age and Gender for Middle-Grade Girls
ERIC Educational Resources Information Center
Kim, Yanghee
2016-01-01
Compared to boys, many girls are more aware of a social context in the learning process and perform better when the environment supports frequent interactions and social relationships. For these girls, embodied agents (animated on-screen characters acting as tutors) could afford simulated social interactions in computer-based learning and thereby…
NASA Astrophysics Data System (ADS)
Glittenberg, Carl; Binder, Susanne
2004-07-01
Purpose: To create a more effective method of demonstrating complex subject matter in ophthalmology with the use of high end, 3-D, computer aided animation and interactive multimedia technologies. Specifically, to explore the possibilities of demonstrating the complex nature of the neuroophthalmological basics of the human oculomotor system in a clear and non confusing way, and to demonstrate new forms of retinal surgery in a manner that makes the procedures easier to understand for other retinal surgeons. Methods and Materials: Using Reflektions 4.3, Monzoom Pro 4.5, Cinema 4D XL 5.03, Cinema 4D XL 8 Studio Bundle, Mediator 4.0, Mediator Pro 5.03, Fujitsu-Siemens Pentium III and IV, Gericom Webgine laptop, M.G.I. Video Wave 1.0 and 5, Micrografix Picture Publisher 6.0 and 8, Amorphium 1.0, and Blobs for Windows, we created 3-D animations showing the origin, insertion, course, main direction of pull, and auxiliary direction of pull of the six extra-ocular eye muscles. We created 3-D animations that (a) show the intra-cranial path of the relevant oculomotor cranial nerves and which muscles are supplied by them, (b) show which muscles are active in each of the ten lines of sight, (c) demonstrate the various malfunctions of oculomotor systems, as well as (d) show the surgical techniques and the challenges in radial optic neurotomies and subretinal surgeries. Most of the 3-D animations were integrated in interactive multimedia teaching programs. Their effectiveness was compared to conventional teaching methods in a comparative study performed at the University of Vienna. We also performed a survey to examine the response of students being taught with the interactive programs. We are currently in the process of placing most of the animations in an interactive web site in order to make them freely available to everyone who is interested. Results: Although learning how to use complex 3-D computer animation and multimedia authoring software can be very time consuming and frustrating, we found that once the programs are mastered they can be used to create 3-D animations that drastically improve the quality of medical demonstrations. The comparative study showed a significant advantage of using these technologies over conventional teaching methods. The feedback from medical students, doctors, and retinal surgeons was overwhelmingly positive. A strong interest was expressed to have more subjects and techniques demonstrated in this fashion. Conclusion: 3-D computer technologies should be used in the demonstration of all complex medical subjects. More effort and resources need to be given to the development of these technologies that can improve the understanding of medicine for students, doctors, and patients alike.
Spacecraft Orbit Design and Analysis (SODA), version 1.0 user's guide
NASA Technical Reports Server (NTRS)
Stallcup, Scott S.; Davis, John S.
1989-01-01
The Spacecraft Orbit Design and Analysis (SODA) computer program, Version 1.0 is described. SODA is a spaceflight mission planning system which consists of five program modules integrated around a common database and user interface. SODA runs on a VAX/VMS computer with an EVANS & SUTHERLAND PS300 graphics workstation. BOEING RIM-Version 7 relational database management system performs transparent database services. In the current version three program modules produce an interactive three dimensional (3D) animation of one or more satellites in planetary orbit. Satellite visibility and sensor coverage capabilities are also provided. One module produces an interactive 3D animation of the solar system. Another module calculates cumulative satellite sensor coverage and revisit time for one or more satellites. Currently Earth, Moon, and Mars systems are supported for all modules except the solar system module.
Spacecraft Orbit Design and Analysis (SODA). Version 2.0: User's guide
NASA Technical Reports Server (NTRS)
Stallcup, Scott S.; Davis, John S.; Zsoldos, Jeffrey S.
1991-01-01
The Spacecraft Orbit Design and Analysis (SODA) computer program, Version 2.0, is discussed. SODA is a spaceflight mission planning system that consists of six program modules integrated around a common database and user interface. SODA runs on a VAX/VMS computer with an Evans and Sutherland PS300 graphics workstation. In the current version, three program modules produce an interactive three dimensional animation of one or more satellites in planetary orbit. Satellite visibility and sensor coverage capabilities are also provided. Circular and rectangular, off nadir, fixed and scanning sensors are supported. One module produces an interactive three dimensional animation of the solar system. Another module calculates cumulative satellite sensor coverage and revisit time for one or more satellites. Currently, Earth, Moon, and Mars systems are supported for all modules except the solar system module.
Applications of Computer Graphics in Engineering
NASA Technical Reports Server (NTRS)
1975-01-01
Various applications of interactive computer graphics to the following areas of science and engineering were described: design and analysis of structures, configuration geometry, animation, flutter analysis, design and manufacturing, aircraft design and integration, wind tunnel data analysis, architecture and construction, flight simulation, hydrodynamics, curve and surface fitting, gas turbine engine design, analysis, and manufacturing, packaging of printed circuit boards, spacecraft design.
Using Computational and Mechanical Models to Study Animal Locomotion
Miller, Laura A.; Goldman, Daniel I.; Hedrick, Tyson L.; Tytell, Eric D.; Wang, Z. Jane; Yen, Jeannette; Alben, Silas
2012-01-01
Recent advances in computational methods have made realistic large-scale simulations of animal locomotion possible. This has resulted in numerous mathematical and computational studies of animal movement through fluids and over substrates with the purpose of better understanding organisms’ performance and improving the design of vehicles moving through air and water and on land. This work has also motivated the development of improved numerical methods and modeling techniques for animal locomotion that is characterized by the interactions of fluids, substrates, and structures. Despite the large body of recent work in this area, the application of mathematical and numerical methods to improve our understanding of organisms in the context of their environment and physiology has remained relatively unexplored. Nature has evolved a wide variety of fascinating mechanisms of locomotion that exploit the properties of complex materials and fluids, but only recently are the mathematical, computational, and robotic tools available to rigorously compare the relative advantages and disadvantages of different methods of locomotion in variable environments. Similarly, advances in computational physiology have only recently allowed investigators to explore how changes at the molecular, cellular, and tissue levels might lead to changes in performance at the organismal level. In this article, we highlight recent examples of how computational, mathematical, and experimental tools can be combined to ultimately answer the questions posed in one of the grand challenges in organismal biology: “Integrating living and physical systems.” PMID:22988026
Visual control of prey-capture flight in dragonflies.
Olberg, Robert M
2012-04-01
Interacting with a moving object poses a computational problem for an animal's nervous system. This problem has been elegantly solved by the dragonfly, a formidable visual predator on flying insects. The dragonfly computes an interception flight trajectory and steers to maintain it during its prey-pursuit flight. This review summarizes current knowledge about pursuit behavior and neurons thought to control interception in the dragonfly. When understood, this system has the potential for explaining how a small group of neurons can control complex interactions with moving objects. Copyright © 2011 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Mayer, Richard E.; Chandler, Paul
2001-01-01
In two experiments, students received two presentations of a narrated animation explaining how lightning forms, followed by retention and transfer tests. The goal was to determine possible benefits of incorporating a modest amount of computer-user interactivity within a multimedia explanation. Results were consistent with cognitive load theory and…
Simulating Scenes In Outer Space
NASA Technical Reports Server (NTRS)
Callahan, John D.
1989-01-01
Multimission Interactive Picture Planner, MIP, computer program for scientifically accurate and fast, three-dimensional animation of scenes in deep space. Versatile, reasonably comprehensive, and portable, and runs on microcomputers. New techniques developed to perform rapidly calculations and transformations necessary to animate scenes in scientifically accurate three-dimensional space. Written in FORTRAN 77 code. Primarily designed to handle Voyager, Galileo, and Space Telescope. Adapted to handle other missions.
Exploring host–microbiota interactions in animal models and humans
Kostic, Aleksandar D.; Howitt, Michael R.; Garrett, Wendy S.
2013-01-01
The animal and bacterial kingdoms have coevolved and coadapted in response to environmental selective pressures over hundreds of millions of years. The meta'omics revolution in both sequencing and its analytic pipelines is fostering an explosion of interest in how the gut microbiome impacts physiology and propensity to disease. Gut microbiome studies are inherently interdisciplinary, drawing on approaches and technical skill sets from the biomedical sciences, ecology, and computational biology. Central to unraveling the complex biology of environment, genetics, and microbiome interaction in human health and disease is a deeper understanding of the symbiosis between animals and bacteria. Experimental model systems, including mice, fish, insects, and the Hawaiian bobtail squid, continue to provide critical insight into how host–microbiota homeostasis is constructed and maintained. Here we consider how model systems are influencing current understanding of host–microbiota interactions and explore recent human microbiome studies. PMID:23592793
Blend Shape Interpolation and FACS for Realistic Avatar
NASA Astrophysics Data System (ADS)
Alkawaz, Mohammed Hazim; Mohamad, Dzulkifli; Basori, Ahmad Hoirul; Saba, Tanzila
2015-03-01
The quest of developing realistic facial animation is ever-growing. The emergence of sophisticated algorithms, new graphical user interfaces, laser scans and advanced 3D tools imparted further impetus towards the rapid advancement of complex virtual human facial model. Face-to-face communication being the most natural way of human interaction, the facial animation systems became more attractive in the information technology era for sundry applications. The production of computer-animated movies using synthetic actors are still challenging issues. Proposed facial expression carries the signature of happiness, sadness, angry or cheerful, etc. The mood of a particular person in the midst of a large group can immediately be identified via very subtle changes in facial expressions. Facial expressions being very complex as well as important nonverbal communication channel are tricky to synthesize realistically using computer graphics. Computer synthesis of practical facial expressions must deal with the geometric representation of the human face and the control of the facial animation. We developed a new approach by integrating blend shape interpolation (BSI) and facial action coding system (FACS) to create a realistic and expressive computer facial animation design. The BSI is used to generate the natural face while the FACS is employed to reflect the exact facial muscle movements for four basic natural emotional expressions such as angry, happy, sad and fear with high fidelity. The results in perceiving the realistic facial expression for virtual human emotions based on facial skin color and texture may contribute towards the development of virtual reality and game environment of computer aided graphics animation systems.
Homeostatic reinforcement learning for integrating reward collection and physiological stability.
Keramati, Mehdi; Gutkin, Boris
2014-12-02
Efficient regulation of internal homeostasis and defending it against perturbations requires adaptive behavioral strategies. However, the computational principles mediating the interaction between homeostatic and associative learning processes remain undefined. Here we use a definition of primary rewards, as outcomes fulfilling physiological needs, to build a normative theory showing how learning motivated behaviors may be modulated by internal states. Within this framework, we mathematically prove that seeking rewards is equivalent to the fundamental objective of physiological stability, defining the notion of physiological rationality of behavior. We further suggest a formal basis for temporal discounting of rewards by showing that discounting motivates animals to follow the shortest path in the space of physiological variables toward the desired setpoint. We also explain how animals learn to act predictively to preclude prospective homeostatic challenges, and several other behavioral patterns. Finally, we suggest a computational role for interaction between hypothalamus and the brain reward system.
Generating Animated Displays of Spacecraft Orbits
NASA Technical Reports Server (NTRS)
Candey, Robert M.; Chimiak, Reine A.; Harris, Bernard T.
2005-01-01
Tool for Interactive Plotting, Sonification, and 3D Orbit Display (TIPSOD) is a computer program for generating interactive, animated, four-dimensional (space and time) displays of spacecraft orbits. TIPSOD utilizes the programming interface of the Satellite Situation Center Web (SSCWeb) services to communicate with the SSC logic and database by use of the open protocols of the Internet. TIPSOD is implemented in Java 3D and effects an extension of the preexisting SSCWeb two-dimensional static graphical displays of orbits. Orbits can be displayed in any or all of the following seven reference systems: true-of-date (an inertial system), J2000 (another inertial system), geographic, geomagnetic, geocentric solar ecliptic, geocentric solar magnetospheric, and solar magnetic. In addition to orbits, TIPSOD computes and displays Sibeck's magnetopause and Fairfield's bow-shock surfaces. TIPSOD can be used by the scientific community as a means of projection or interpretation. It also has potential as an educational tool.
Visualizing Infrared (IR) Spectroscopy with Computer Animation
NASA Technical Reports Server (NTRS)
Abrams, Charles B.; Fine, Leonard W.
1996-01-01
IR Tutor, an interactive, animated infrared (IR) spectroscopy tutorial has been developed for Macintosh and IBM-compatible computers. Using unique color animation, complicated vibrational modes can be introduced to beginning students. Rules governing the appearance of IR absorption bands become obvious because the vibrational modes can be visualized. Each peak in the IR spectrum is highlighted, and the animation of the corresponding normal mode can be shown. Students can study each spectrum stepwise, or click on any individual peak to see its assignment. Important regions of each spectrum can be expanded and spectra can be overlaid for comparison. An introduction to the theory of IR spectroscopy is included, making the program a complete instructional package. Our own success in using this software for teaching and research in both academic and industrial environments will be described. IR Tutor consists of three sections: (1) The 'Introduction' is a review of basic principles of spectroscopy. (2) 'Theory' begins with the classical model of a simple diatomic molecule and is expanded to include larger molecules by introducing normal modes and group frequencies. (3) 'Interpretation' is the heart of the tutorial. Thirteen IR spectra are analyzed in detail, covering the most important functional groups. This section features color animation of each normal mode, full interactivity, overlay of related spectra, and expansion of important regions. This section can also be used as a reference.
Dudley, Peter N; Bonazza, Riccardo; Porter, Warren P
2013-07-01
Animal momentum and heat transfer analysis has historically used direct animal measurements or approximations to calculate drag and heat transfer coefficients. Research can now use modern 3D rendering and computational fluid dynamics software to simulate animal-fluid interactions. Key questions are the level of agreement between simulations and experiments and how superior they are to classical approximations. In this paper we compared experimental and simulated heat transfer and drag calculations on a scale model solid aluminum African elephant casting. We found good agreement between experimental and simulated data and large differences from classical approximations. We used the simulation results to calculate coefficients for heat transfer and drag of the elephant geometry. Copyright © 2013 Wiley Periodicals, Inc.
Animated analysis of geoscientific datasets: An interactive graphical application
NASA Astrophysics Data System (ADS)
Morse, Peter; Reading, Anya; Lueg, Christopher
2017-12-01
Geoscientists are required to analyze and draw conclusions from increasingly large volumes of data. There is a need to recognise and characterise features and changing patterns of Earth observables within such large datasets. It is also necessary to identify significant subsets of the data for more detailed analysis. We present an innovative, interactive software tool and workflow to visualise, characterise, sample and tag large geoscientific datasets from both local and cloud-based repositories. It uses an animated interface and human-computer interaction to utilise the capacity of human expert observers to identify features via enhanced visual analytics. 'Tagger' enables users to analyze datasets that are too large in volume to be drawn legibly on a reasonable number of single static plots. Users interact with the moving graphical display, tagging data ranges of interest for subsequent attention. The tool provides a rapid pre-pass process using fast GPU-based OpenGL graphics and data-handling and is coded in the Quartz Composer visual programing language (VPL) on Mac OSX. It makes use of interoperable data formats, and cloud-based (or local) data storage and compute. In a case study, Tagger was used to characterise a decade (2000-2009) of data recorded by the Cape Sorell Waverider Buoy, located approximately 10 km off the west coast of Tasmania, Australia. These data serve as a proxy for the understanding of Southern Ocean storminess, which has both local and global implications. This example shows use of the tool to identify and characterise 4 different types of storm and non-storm events during this time. Events characterised in this way are compared with conventional analysis, noting advantages and limitations of data analysis using animation and human interaction. Tagger provides a new ability to make use of humans as feature detectors in computer-based analysis of large-volume geosciences and other data.
A multi-criteria approach to camera motion design for volume data animation.
Hsu, Wei-Hsien; Zhang, Yubo; Ma, Kwan-Liu
2013-12-01
We present an integrated camera motion design and path generation system for building volume data animations. Creating animations is an essential task in presenting complex scientific visualizations. Existing visualization systems use an established animation function based on keyframes selected by the user. This approach is limited in providing the optimal in-between views of the data. Alternatively, computer graphics and virtual reality camera motion planning is frequently focused on collision free movement in a virtual walkthrough. For semi-transparent, fuzzy, or blobby volume data the collision free objective becomes insufficient. Here, we provide a set of essential criteria focused on computing camera paths to establish effective animations of volume data. Our dynamic multi-criteria solver coupled with a force-directed routing algorithm enables rapid generation of camera paths. Once users review the resulting animation and evaluate the camera motion, they are able to determine how each criterion impacts path generation. In this paper, we demonstrate how incorporating this animation approach with an interactive volume visualization system reduces the effort in creating context-aware and coherent animations. This frees the user to focus on visualization tasks with the objective of gaining additional insight from the volume data.
The Vesalius Project: Interactive Computers in Anatomical Instruction.
ERIC Educational Resources Information Center
McCracken, Thomas O.; Spurgeon, Thomas L.
1991-01-01
Described is a high-resolution, interactive 3-D atlas of human/animal anatomy that students will use to learn the structure of the body and to understand their own bodies in health and disease. This system can be used to reinforce cadaver study or to serve as a substitute for institutions where it is not practical to use cadavers. (KR)
ERIC Educational Resources Information Center
da Silva, André Constantino; Freire, Fernanda Maria Pereira; de Arruda, Alan Victor Pereira; da Rocha, Heloísa Vieira
2013-01-01
e-Learning environments offer content, such text, audio, video, animations, using the Web infrastructure and they are designed to users interacting with keyboard, mouse and a medium-sized screen. Mobile devices, such as smartphones and tablets, have enough computation power to render Web pages, allowing browsing the Internet and access e-Learning…
Virtual reality for freely moving animals.
Stowers, John R; Hofbauer, Maximilian; Bastien, Renaud; Griessner, Johannes; Higgins, Peter; Farooqui, Sarfarazhussain; Fischer, Ruth M; Nowikovsky, Karin; Haubensak, Wulf; Couzin, Iain D; Tessmar-Raible, Kristin; Straw, Andrew D
2017-10-01
Standard animal behavior paradigms incompletely mimic nature and thus limit our understanding of behavior and brain function. Virtual reality (VR) can help, but it poses challenges. Typical VR systems require movement restrictions but disrupt sensorimotor experience, causing neuronal and behavioral alterations. We report the development of FreemoVR, a VR system for freely moving animals. We validate immersive VR for mice, flies, and zebrafish. FreemoVR allows instant, disruption-free environmental reconfigurations and interactions between real organisms and computer-controlled agents. Using the FreemoVR platform, we established a height-aversion assay in mice and studied visuomotor effects in Drosophila and zebrafish. Furthermore, by photorealistically mimicking zebrafish we discovered that effective social influence depends on a prospective leader balancing its internally preferred directional choice with social interaction. FreemoVR technology facilitates detailed investigations into neural function and behavior through the precise manipulation of sensorimotor feedback loops in unrestrained animals.
Report on Distance Learning Technologies.
1995-09-01
26 cities. The CSX system includes full-motion video, animations , audio, and interactive examples and testing to teach the use of a new computer...video. The change to all-digital media now permits the use of full-motion video, animation , and audio on networks. It is possible to have independent...is possible to download entire multimedia presentations from the network. To date there is not a great deal known about teaching courses using the
NASA Technical Reports Server (NTRS)
Hussey, K. J.; Hall, J. R.; Mortensen, R. A.
1986-01-01
Image processing methods and software used to animate nonimaging remotely sensed data on cloud cover are described. Three FORTRAN programs were written in the VICAR2/TAE image processing domain to perform 3D perspective rendering, to interactively select parameters controlling the projection, and to interpolate parameter sets for animation images between key frames. Operation of the 3D programs and transferring the images to film is automated using executive control language and custom hardware to link the computer and camera.
Smart Swarms of Bacteria-Inspired Agents with Performance Adaptable Interactions
Shklarsh, Adi; Ariel, Gil; Schneidman, Elad; Ben-Jacob, Eshel
2011-01-01
Collective navigation and swarming have been studied in animal groups, such as fish schools, bird flocks, bacteria, and slime molds. Computer modeling has shown that collective behavior of simple agents can result from simple interactions between the agents, which include short range repulsion, intermediate range alignment, and long range attraction. Here we study collective navigation of bacteria-inspired smart agents in complex terrains, with adaptive interactions that depend on performance. More specifically, each agent adjusts its interactions with the other agents according to its local environment – by decreasing the peers' influence while navigating in a beneficial direction, and increasing it otherwise. We show that inclusion of such performance dependent adaptable interactions significantly improves the collective swarming performance, leading to highly efficient navigation, especially in complex terrains. Notably, to afford such adaptable interactions, each modeled agent requires only simple computational capabilities with short-term memory, which can easily be implemented in simple swarming robots. PMID:21980274
Smart swarms of bacteria-inspired agents with performance adaptable interactions.
Shklarsh, Adi; Ariel, Gil; Schneidman, Elad; Ben-Jacob, Eshel
2011-09-01
Collective navigation and swarming have been studied in animal groups, such as fish schools, bird flocks, bacteria, and slime molds. Computer modeling has shown that collective behavior of simple agents can result from simple interactions between the agents, which include short range repulsion, intermediate range alignment, and long range attraction. Here we study collective navigation of bacteria-inspired smart agents in complex terrains, with adaptive interactions that depend on performance. More specifically, each agent adjusts its interactions with the other agents according to its local environment--by decreasing the peers' influence while navigating in a beneficial direction, and increasing it otherwise. We show that inclusion of such performance dependent adaptable interactions significantly improves the collective swarming performance, leading to highly efficient navigation, especially in complex terrains. Notably, to afford such adaptable interactions, each modeled agent requires only simple computational capabilities with short-term memory, which can easily be implemented in simple swarming robots.
Pfeiffer, Ulrich J; Schilbach, Leonhard; Timmermans, Bert; Kuzmanovic, Bojana; Georgescu, Alexandra L; Bente, Gary; Vogeley, Kai
2014-11-01
There is ample evidence that human primates strive for social contact and experience interactions with conspecifics as intrinsically rewarding. Focusing on gaze behavior as a crucial means of human interaction, this study employed a unique combination of neuroimaging, eye-tracking, and computer-animated virtual agents to assess the neural mechanisms underlying this component of behavior. In the interaction task, participants believed that during each interaction the agent's gaze behavior could either be controlled by another participant or by a computer program. Their task was to indicate whether they experienced a given interaction as an interaction with another human participant or the computer program based on the agent's reaction. Unbeknownst to them, the agent was always controlled by a computer to enable a systematic manipulation of gaze reactions by varying the degree to which the agent engaged in joint attention. This allowed creating a tool to distinguish neural activity underlying the subjective experience of being engaged in social and non-social interaction. In contrast to previous research, this allows measuring neural activity while participants experience active engagement in real-time social interactions. Results demonstrate that gaze-based interactions with a perceived human partner are associated with activity in the ventral striatum, a core component of reward-related neurocircuitry. In contrast, interactions with a computer-driven agent activate attention networks. Comparisons of neural activity during interaction with behaviorally naïve and explicitly cooperative partners demonstrate different temporal dynamics of the reward system and indicate that the mere experience of engagement in social interaction is sufficient to recruit this system. Copyright © 2014 Elsevier Inc. All rights reserved.
Taborsky, Michael; Villa, Fabienne; Frommen, Joachim G.
2017-01-01
Abstract Visual signals, including changes in coloration and color patterns, are frequently used by animals to convey information. During contests, body coloration and its changes can be used to assess an opponent’s state or motivation. Communication of aggressive propensity is particularly important in group‐living animals with a stable dominance hierarchy, as the outcome of aggressive interactions determines the social rank of group members. Neolamprologus pulcher is a cooperatively breeding cichlid showing frequent within-group aggression. Both sexes exhibit two vertical black stripes on the operculum that vary naturally in shape and darkness. During frontal threat displays these patterns are actively exposed to the opponent, suggesting a signaling function. To investigate the role of operculum stripes during contests we manipulated their darkness in computer animated pictures of the fish. We recorded the responses in behavior and stripe darkness of test subjects to which these animated pictures were presented. Individuals with initially darker stripes were more aggressive against the animations and showed more operculum threat displays. Operculum stripes of test subjects became darker after exposure to an animation exhibiting a pale operculum than after exposure to a dark operculum animation, highlighting the role of the darkness of this color pattern in opponent assessment. We conclude that (i) the black stripes on the operculum of N. pulcher are a reliable signal of aggression and dominance, (ii) these markings play an important role in opponent assessment, and (iii) 2D computer animations are well suited to elicit biologically meaningful short-term aggressive responses in this widely used model system of social evolution. PMID:29491962
Balzarini, Valentina; Taborsky, Michael; Villa, Fabienne; Frommen, Joachim G
2017-02-01
Visual signals, including changes in coloration and color patterns, are frequently used by animals to convey information. During contests, body coloration and its changes can be used to assess an opponent's state or motivation. Communication of aggressive propensity is particularly important in group-living animals with a stable dominance hierarchy, as the outcome of aggressive interactions determines the social rank of group members. Neolamprologus pulcher is a cooperatively breeding cichlid showing frequent within-group aggression. Both sexes exhibit two vertical black stripes on the operculum that vary naturally in shape and darkness. During frontal threat displays these patterns are actively exposed to the opponent, suggesting a signaling function. To investigate the role of operculum stripes during contests we manipulated their darkness in computer animated pictures of the fish. We recorded the responses in behavior and stripe darkness of test subjects to which these animated pictures were presented. Individuals with initially darker stripes were more aggressive against the animations and showed more operculum threat displays. Operculum stripes of test subjects became darker after exposure to an animation exhibiting a pale operculum than after exposure to a dark operculum animation, highlighting the role of the darkness of this color pattern in opponent assessment. We conclude that (i) the black stripes on the operculum of N. pulcher are a reliable signal of aggression and dominance, (ii) these markings play an important role in opponent assessment, and (iii) 2D computer animations are well suited to elicit biologically meaningful short-term aggressive responses in this widely used model system of social evolution.
NASA Technical Reports Server (NTRS)
Fales, Janine L.
1991-01-01
The capabilities of the postprocessing program CANDI (Color Animation of Nastran DIsplacements) were expanded to accept results from axisymmetric analysis. An auxiliary program, ANIMATE, was developed to allow color display of CANDI output on the IRIS 4D-series workstations. The user can interactively manipulate the graphics display by three-dimensional rotations, translations, and scaling through the use of the keyboard and/or dials box. The user can also specify what portion of the model is displayed. These developments are limited to the display of complex displacements calculated with the NASHUA/NASTRAN procedure for structural acoustics analysis.
Collective motion in animal groups
NASA Astrophysics Data System (ADS)
Couzin, Iain
2004-03-01
In recent years there has been a growing interest in the relationship between individual behavior and population-level properties in animal groups. One of the fundamental problems is related to spatial scale; how do interactions over a local range result in population properties at larger, averaged, scales, and how can we integrate the properties of aggregates over these scales? Many group-living animals exhibit complex, and coordinated, spatio-temporal patterns which despite their ubiquity and ecological importance are very poorly understood. This is largely due to the difficulties associated with quantifying the motion of, and interactions among, many animals simultaneously. It is on how these behaviors scale to collective behaviors that I will focus here. Using a combined empirical approach (using novel computer vision techniques) and individual-based computer models, I investigate pattern formation in both invertebrate and vertebrate systems, including - Collective memory and self-organized group structure in vertebrate groups (Couzin, I.D., Krause, J., James, R., Ruxton, G.D. & Franks, N.R. (2002) Journal of Theoretical Biology 218, 1-11. (2) Couzin, I.D. & Krause, J. (2003) Advances in the Study of Behavior 32, 1-75. (3) Hoare, D.J., Couzin, I.D. Godin, J.-G. & Krause, J. (2003) Animal Behaviour, in press.) - Self-organized lane formation and optimized traffic flow in army ants (Couzin, I.D. & Franks, N.R. (2003) Proceedings of the Royal Society of London, Series B 270, 139-146) - Leadership and information transfer in flocks, schools and swarms. - Why do hoppers hop? Hopping and the generation of long-range order in some of the largest animal groups in nature, locust hopper bands.
Indexing and retrieving motions of characters in close contact.
Ho, Edmond S L; Komura, Taku
2009-01-01
Human motion indexing and retrieval are important for animators due to the need to search for motions in the database which can be blended and concatenated. Most of the previous researches of human motion indexing and retrieval compute the Euclidean distance of joint angles or joint positions. Such approaches are difficult to apply for cases in which multiple characters are closely interacting with each other, as the relationships of the characters are not encoded in the representation. In this research, we propose a topology-based approach to index the motions of two human characters in close contact. We compute and encode how the two bodies are tangled based on the concept of rational tangles. The encoded relationships, which we define as TangleList, are used to determine the similarity of the pairs of postures. Using our method, we can index and retrieve motions such as one person piggy-backing another, one person assisting another in walking, and two persons dancing / wrestling. Our method is useful to manage a motion database of multiple characters. We can also produce motion graph structures of two characters closely interacting with each other by interpolating and concatenating topologically similar postures and motion clips, which are applicable to 3D computer games and computer animation.
Visualizing topography: Effects of presentation strategy, gender, and spatial ability
NASA Astrophysics Data System (ADS)
McAuliffe, Carla
2003-10-01
This study investigated the effect of different presentation strategies (2-D static visuals, 3-D animated visuals, and 3-D interactive, animated visuals) and gender on achievement, time-spent-on visual treatment, and attitude during a computer-based science lesson about reading and interpreting topographic maps. The study also examined the relationship of spatial ability and prior knowledge to gender, achievement, and time-spent-on visual treatment. Students enrolled in high school chemistry-physics were pretested and given two spatial ability tests. They were blocked by gender and randomly assigned to one of three levels of presentation strategy or the control group. After controlling for the effects of spatial ability and prior knowledge with analysis of covariance, three significant differences were found between the versions: (a) the 2-D static treatment group scored significantly higher on the posttest than the control group; (b) the 3-D animated treatment group scored significantly higher on the posttest than the control group; and (c) the 2-D static treatment group scored significantly higher on the posttest than the 3-D interactive animated treatment group. Furthermore, the 3-D interactive animated treatment group spent significantly more time on the visual screens than the 2-D static treatment group. Analyses of student attitudes revealed that most students felt the landform visuals in the computer-based program helped them learn, but not in a way they would describe as fun. Significant differences in attitude were found by treatment and by gender. In contrast to findings from other studies, no gender differences were found on either of the two spatial tests given in this study. Cognitive load, cognitive involvement, and solution strategy are offered as three key factors that may help explain the results of this study. Implications for instructional design include suggestions about the use of 2-D static, 3-D animated and 3-D interactive animations as well as a recommendation about the inclusion of pretests in similar instructional programs. Areas for future research include investigating the effects of combinations of presentation strategies, continuing to examine the role of spatial ability in science achievement, and gaining cognitive insights about what it is that students do when learning to read and interpret topographic maps.
A video, text, and speech-driven realistic 3-d virtual head for human-machine interface.
Yu, Jun; Wang, Zeng-Fu
2015-05-01
A multiple inputs-driven realistic facial animation system based on 3-D virtual head for human-machine interface is proposed. The system can be driven independently by video, text, and speech, thus can interact with humans through diverse interfaces. The combination of parameterized model and muscular model is used to obtain a tradeoff between computational efficiency and high realism of 3-D facial animation. The online appearance model is used to track 3-D facial motion from video in the framework of particle filtering, and multiple measurements, i.e., pixel color value of input image and Gabor wavelet coefficient of illumination ratio image, are infused to reduce the influence of lighting and person dependence for the construction of online appearance model. The tri-phone model is used to reduce the computational consumption of visual co-articulation in speech synchronized viseme synthesis without sacrificing any performance. The objective and subjective experiments show that the system is suitable for human-machine interaction.
Automatic creation of three-dimensional avatars
NASA Astrophysics Data System (ADS)
Villa-Uriol, Maria-Cruz; Sainz, Miguel; Kuester, Falko; Bagherzadeh, Nader
2003-01-01
Highly accurate avatars of humans promise a new level of realism in engineering and entertainment applications, including areas such as computer animated movies, computer game development interactive virtual environments and tele-presence. In order to provide high-quality avatars, new techniques for the automatic acquisition and creation are required. A framework for the capture and construction of arbitrary avatars from image data is presented in this paper. Avatars are automatically reconstructed from multiple static images of a human subject by utilizing image information to reshape a synthetic three-dimensional articulated reference model. A pipeline is presented that combines a set of hardware-accelerated stages into one seamless system. Primary stages in this pipeline include pose estimation, skeleton fitting, body part segmentation, geometry construction and coloring, leading to avatars that can be animated and included into interactive environments. The presented system removes traditional constraints in the initial pose of the captured subject by using silhouette-based modification techniques in combination with a reference model. Results can be obtained in near-real time with very limited user intervention.
Homeostatic reinforcement learning for integrating reward collection and physiological stability
Keramati, Mehdi; Gutkin, Boris
2014-01-01
Efficient regulation of internal homeostasis and defending it against perturbations requires adaptive behavioral strategies. However, the computational principles mediating the interaction between homeostatic and associative learning processes remain undefined. Here we use a definition of primary rewards, as outcomes fulfilling physiological needs, to build a normative theory showing how learning motivated behaviors may be modulated by internal states. Within this framework, we mathematically prove that seeking rewards is equivalent to the fundamental objective of physiological stability, defining the notion of physiological rationality of behavior. We further suggest a formal basis for temporal discounting of rewards by showing that discounting motivates animals to follow the shortest path in the space of physiological variables toward the desired setpoint. We also explain how animals learn to act predictively to preclude prospective homeostatic challenges, and several other behavioral patterns. Finally, we suggest a computational role for interaction between hypothalamus and the brain reward system. DOI: http://dx.doi.org/10.7554/eLife.04811.001 PMID:25457346
French, Brigitte C; Hird, David W; Romano, Patrick S; Hayes, Rick H; Nijhof, Ard M; Jongejan, Frans; Mellor, Dominic J; Singer, Randall S; Fine, Amanda E; Gay, John M; Davis, Radford G; Conrad, Patricia A
2007-01-01
While many studies have evaluated whether or not factual information can be effectively communicated using computer-aided tools, none has focused on establishing and changing students' attitudes toward international animal-health issues. The study reported here was designed to assess whether educational modules on an interactive computer CD elicited a change in veterinary students' interest in and attitudes toward international animal-health issues. Volunteer veterinary students at seven universities (first-year students at three universities, second-year at one, third-year at one, and fourth-year at two) were given by random assignment either an International Animal Health (IAH) CD or a control CD, ParasitoLog (PL). Participants completed a pre-CD survey to establish baseline information on interest and attitudes toward both computers and international animal-health issues. Four weeks later, a post-CD questionnaire was distributed. On the initial survey, most students expressed an interest in working in the field of veterinary medicine in another country. Responses to the three pre-CD questions relating to attitudes toward the globalization of veterinary medicine, interest in foreign animal disease, and inclusion of a core course on international health issues in the veterinary curriculum were all positive, with average values above 3 (on a five-point scale where 5 represented strong agreement or interest). Almost all students considered it beneficial to learn about animal-health issues in other countries. After students reviewed the IAH CD, we found a decrease at four universities, an increase at one university, and no change at the remaining two universities in students' interest in working in some area of international veterinary medicine. However, none of the differences was statistically significant.
Keedy, Alexander W; Durack, Jeremy C; Sandhu, Parmbir; Chen, Eric M; O'Sullivan, Patricia S; Breiman, Richard S
2011-01-01
This study was designed to determine whether an interactive three-dimensional presentation depicting liver and biliary anatomy is more effective for teaching medical students than a traditional textbook format presentation of the same material. Forty-six medical students volunteered for participation in this study. Baseline demographic information, spatial ability, and knowledge of relevant anatomy were measured. Participants were randomized into two groups and presented with a computer-based interactive learning module comprised of animations and still images to highlight various anatomical structures (3D group), or a computer-based text document containing the same images and text without animation or interactive features (2D group). Following each teaching module, students completed a satisfaction survey and nine-item anatomic knowledge post-test. The 3D group scored higher on the post-test than the 2D group, with a mean score of 74% and 64%, respectively; however, when baseline differences in pretest scores were accounted for, this difference was not statistically significant (P = 0.33). Spatial ability did not statistically significantly correlate with post-test scores for the 3D group or the 2D group. In the post-test satisfaction survey the 3D group expressed a statistically significantly higher overall satisfaction rating compared to students in the 2D control group (4.5 versus 3.7 out of 5, P = 0.02). While the interactive 3D multimedia module received higher satisfaction ratings from students, it neither enhanced nor inhibited learning of complex hepatobiliary anatomy compared to an informationally equivalent traditional textbook style approach. . Copyright © 2011 American Association of Anatomists.
Amor, N; Geris, L; Vander Sloten, J; Van Oosterwyck, H
2011-02-01
Surface microroughness can induce contact osteogenesis (bone formation initiated at the implant surface) around oral implants, which may result from different mechanisms, such as blood platelet-biomaterial interactions and/or interaction with (pre-)osteoblast cells. We have developed a computational model of implant endosseous healing that takes into account these interactions. We hypothesized that the initial attachment and growth factor release from activated platelets is crucial in achieving contact osteogenesis. In order to investigate this, a computational model was applied to an animal experiment [7] that looked at the effect of surface microroughness on endosseous healing. Surface-specific model parameters were implemented based on in vitro data (Lincks et al. Biomaterials 1998;19:2219-32). The predicted spatio-temporal patterns of bone formation correlated with the histological data. It was found that contact osteogenesis could not be predicted if only the osteogenic response of cells was up-regulated by surface microroughness. This could only be achieved if platelet-biomaterial interactions were sufficiently up-regulated as well. These results confirmed our hypothesis and demonstrate the added value of the computational model to study the importance of surface-mediated events for peri-implant endosseous healing. Copyright © 2010 Acta Materialia Inc. Published by Elsevier Ltd. All rights reserved.
Computer-generated imagery for 4-D meteorological data
NASA Technical Reports Server (NTRS)
Hibbard, William L.
1986-01-01
The University of Wisconsin-Madison Space Science and Engineering Center is developing animated stereo display terminals for use with McIDAS (Man-computer Interactive Data Access System). This paper describes image-generation techniques which have been developed to take maximum advantage of these terminals, integrating large quantities of four-dimensional meteorological data from balloon and satellite soundings, satellite images, Doppler and volumetric radar, and conventional surface observations. The images have been designed to use perspective, shading, hidden-surface removal, and transparency to augment the animation and stereo-display geometry. They create an illusion of a moving three-dimensional model of the atmosphere. This paper describes the design of these images and a number of rules of thumb for generating four-dimensional meteorological displays.
Interactive Display of Surfaces Using Subdivision Surfaces and Wavelets
DOE Office of Scientific and Technical Information (OSTI.GOV)
Duchaineau, M A; Bertram, M; Porumbescu, S
2001-10-03
Complex surfaces and solids are produced by large-scale modeling and simulation activities in a variety of disciplines. Productive interaction with these simulations requires that these surfaces or solids be viewable at interactive rates--yet many of these surfaced solids can contain hundreds of millions of polygondpolyhedra. Interactive display of these objects requires compression techniques to minimize storage, and fast view-dependent triangulation techniques to drive the graphics hardware. In this paper, we review recent advances in subdivision-surface wavelet compression and optimization that can be used to provide a framework for both compression and triangulation. These techniques can be used to produce suitablemore » approximations of complex surfaces of arbitrary topology, and can be used to determine suitable triangulations for display. The techniques can be used in a variety of applications in computer graphics, computer animation and visualization.« less
On Developing HyperCard Stacks for the Study of Chinese Characters: KanjiCard.
ERIC Educational Resources Information Center
Nakajima, Kazuko
1988-01-01
Describes "KanjiCard," an interactive self-tutorial program for beginning students of Japanese to learn Kanji, Chinese characters used in the Japanese language. The Macintosh-developed approach uses "HyperCard" technology, computer-assisted animation, and voice digitizing to achieve enhanced graphic presentation. (Author/CB)
Available for the Apple II: FIRM: Florida InteRactive Modeler.
ERIC Educational Resources Information Center
Levy, C. Michael; And Others
1983-01-01
The Apple II microcomputer program described allows instructors with minimal programing experience to construct computer models of psychological phenomena for students to investigate. Use of these models eliminates need to maintain/house/breed animals or purchase sophisticated laboratory equipment. Several content models are also described,…
Interlanguage Pragmatics with a Pedagogical Agent: The Request Game
ERIC Educational Resources Information Center
Yang, Hui-Chun; Zapata-Rivera, Diego
2010-01-01
This article describes the development and evaluation of a computer-assisted language learning approach which integrates a finite state dialogue engine with an animated pedagogical agent. The design of the request game is theoretically motivated by interlanguage pragmatics and Long's Interaction Hypothesis. The tutoring system creates a venue in…
HyperGLOB/Freedom: Preparing Student Designers for a New Media.
ERIC Educational Resources Information Center
Slawson, Brian
The HyperGLOB project introduced university-level graphic design students to interactive multimedia. This technology involves using the personal computer to display and manipulate a variety of electronic media simultaneously (combining elements of text and speech, music and sound, still images, motion video, and animated graphics) and allows…
Using multimedia for patient information--a program about nocturnal enuresis.
Evans, J H; Collier, J; Crook, I; Garrud, P; Harris, P; MacKinlay, D R; Redsell, S A
1998-05-01
To identify the information needs of children with nocturnal enuresis, and to design, produce and evaluate an interactive computer program to provide this information. The program was developed over an 18-month period using information provided by children, parents and professionals, and was evaluated in a hospital-based enuresis clinic in 65 children. Usability and knowledge gained were also evaluated in 43 healthy children aged 8-10 years attending a local inner-city primary school. An interactive program about nocturnal enuresis was developed, which runs on a personal computer and uses sound, voice, cartoon drawings and animation in a modular design. Knowledge scores increased in clinic attendees and in schoolchildren after using the program (Wilcoxon matched pairs test, P < 0.001). This improvement was maintained when the program was re-tested 6-10 months later. This interactive computer program holds children's attention and increases their understanding of enuresis. Interactive multimedia may be useful to complement the information provided by health professionals. This method of communication may be particularly useful for children with a low level of literacy.
Technology at the zoo: the influence of a touchscreen computer on orangutans and zoo visitors.
Perdue, Bonnie M; Clay, Andrea W; Gaalema, Diann E; Maple, Terry L; Stoinski, Tara S
2012-01-01
A computer-controlled touchscreen apparatus (hereafter referred to as "touchscreen") in the orangutan exhibit at Zoo Atlanta provides enrichment to the animals and allows cognitive research to take place on exhibit. This study investigated the impact of the touchscreen on orangutan behavior and visibility, as well as its impact on zoo visitors. Despite previous research suggesting that providing a single computer system may negatively affect orangutan behavior, there was not a significant increase in aggression, stereotypic, or distress-related behaviors following the activation of the on-exhibit touchscreen. We also investigated the possibility that zoo visitors may be negatively affected by technology because it deviates from naturalism. However, we did not find a change in stay time or overall experience rating when the computer was turned on. This research was the first to assess visitor attitudes toward technology at the zoo, and we found that visitors report highly positive attitudes about technology for both animals and visitors. If subjects visited the exhibit when the computer was turned on, they more strongly agreed that orangutans benefit from interacting with computerized enrichment. This study is the first investigation of an on-exhibit touchscreen in group-housed apes; our findings of no negative effects on the animals or zoo visitors and positive attitudes toward technology suggest a significant value of this practice. © 2011 Wiley Periodicals, Inc.
Detecting agency from the biological motion of veridical vs animated agents
Kelley, William M.; Heatherton, Todd F.; Macrae, C. Neil
2007-01-01
The ability to detect agency is fundamental for understanding the social world. Underlying this capacity are neural circuits that respond to patterns of intentional biological motion in the superior temporal sulcus and temporoparietal junction. Here we show that the brain's blood oxygenation level dependent (BOLD) response to such motion is modulated by the representation of the actor. Dynamic social interactions were portrayed by either live-action agents or computer-animated agents, enacting the exact same patterns of biological motion. Using an event-related design, we found that the BOLD response associated with the perception and interpretation of agency was greater when identical physical movements were performed by real rather than animated agents. This finding has important implications for previous work on biological motion that has relied upon computer-animated stimuli and demonstrates that the neural substrates of social perception are finely tuned toward real-world agents. In addition, the response in lateral temporal areas was observed in the absence of instructions to make mental inferences, thus demonstrating the spontaneous implementation of the intentional stance. PMID:18985141
Use of three-dimensional computer graphic animation to illustrate cleft lip and palate surgery.
Cutting, C; Oliker, A; Haring, J; Dayan, J; Smith, D
2002-01-01
Three-dimensional (3D) computer animation is not commonly used to illustrate surgical techniques. This article describes the surgery-specific processes that were required to produce animations to teach cleft lip and palate surgery. Three-dimensional models were created using CT scans of two Chinese children with unrepaired clefts (one unilateral and one bilateral). We programmed several custom software tools, including an incision tool, a forceps tool, and a fat tool. Three-dimensional animation was found to be particularly useful for illustrating surgical concepts. Positioning the virtual "camera" made it possible to view the anatomy from angles that are impossible to obtain with a real camera. Transparency allows the underlying anatomy to be seen during surgical repair while maintaining a view of the overlaying tissue relationships. Finally, the representation of motion allows modeling of anatomical mechanics that cannot be done with static illustrations. The animations presented in this article can be viewed on-line at http://www.smiletrain.org/programs/virtual_surgery2.htm. Sophisticated surgical procedures are clarified with the use of 3D animation software and customized software tools. The next step in the development of this technology is the creation of interactive simulators that recreate the experience of surgery in a safe, digital environment. Copyright 2003 Wiley-Liss, Inc.
Woo, Kevin L; Rieucau, Guillaume; Burke, Darren
2017-02-01
Identifying perceptual thresholds is critical for understanding the mechanisms that underlie signal evolution. Using computer-animated stimuli, we examined visual speed sensitivity in the Jacky dragon Amphibolurus muricatus , a species that makes extensive use of rapid motor patterns in social communication. First, focal lizards were tested in discrimination trials using random-dot kinematograms displaying combinations of speed, coherence, and direction. Second, we measured subject lizards' ability to predict the appearance of a secondary reinforcer (1 of 3 different computer-generated animations of invertebrates: cricket, spider, and mite) based on the direction of movement of a field of drifting dots by following a set of behavioural responses (e.g., orienting response, latency to respond) to our virtual stimuli. We found an effect of both speed and coherence, as well as an interaction between these 2 factors on the perception of moving stimuli. Overall, our results showed that Jacky dragons have acute sensitivity to high speeds. We then employed an optic flow analysis to match the performance to ecologically relevant motion. Our results suggest that the Jacky dragon visual system may have been shaped to detect fast motion. This pre-existing sensitivity may have constrained the evolution of conspecific displays. In contrast, Jacky dragons may have difficulty in detecting the movement of ambush predators, such as snakes and of some invertebrate prey. Our study also demonstrates the potential of the computer-animated stimuli technique for conducting nonintrusive tests to explore motion range and sensitivity in a visually mediated species.
GPU-accelerated FDTD modeling of radio-frequency field-tissue interactions in high-field MRI.
Chi, Jieru; Liu, Feng; Weber, Ewald; Li, Yu; Crozier, Stuart
2011-06-01
The analysis of high-field RF field-tissue interactions requires high-performance finite-difference time-domain (FDTD) computing. Conventional CPU-based FDTD calculations offer limited computing performance in a PC environment. This study presents a graphics processing unit (GPU)-based parallel-computing framework, producing substantially boosted computing efficiency (with a two-order speedup factor) at a PC-level cost. Specific details of implementing the FDTD method on a GPU architecture have been presented and the new computational strategy has been successfully applied to the design of a novel 8-element transceive RF coil system at 9.4 T. Facilitated by the powerful GPU-FDTD computing, the new RF coil array offers optimized fields (averaging 25% improvement in sensitivity, and 20% reduction in loop coupling compared with conventional array structures of the same size) for small animal imaging with a robust RF configuration. The GPU-enabled acceleration paves the way for FDTD to be applied for both detailed forward modeling and inverse design of MRI coils, which were previously impractical.
The November 1, 2017 issue of Cancer Research is dedicated to a collection of computational resource papers in genomics, proteomics, animal models, imaging, and clinical subjects for non-bioinformaticists looking to incorporate computing tools into their work. Scientists at Pacific Northwest National Laboratory have developed P-MartCancer, an open, web-based interactive software tool that enables statistical analyses of peptide or protein data generated from mass-spectrometry (MS)-based global proteomics experiments.
NASA Astrophysics Data System (ADS)
Engelhardt, Larry
2015-12-01
We discuss how computers can be used to solve the ordinary differential equations that provide a quantum mechanical description of magnetic resonance. By varying the parameters in these equations and visually exploring how these parameters affect the results, students can quickly gain insights into the nature of magnetic resonance that go beyond the standard presentation found in quantum mechanics textbooks. The results were generated using an IPython notebook, which we provide as an online supplement with interactive plots and animations.
ERIC Educational Resources Information Center
Kiegaldie, Debra; White, Geoff
2006-01-01
The Virtual Patient, an interactive multimedia learning resource using a critical care clinical scenario for postgraduate nursing students, was developed to enhance flexible access to learning experiences and improve learning outcomes in the management of critically ill patients. Using real-time physiological animations, authentic content design…
Dudley, Peter N; Bonazza, Riccardo; Jones, T Todd; Wyneken, Jeanette; Porter, Warren P
2014-01-01
As global temperatures increase throughout the coming decades, species ranges will shift. New combinations of abiotic conditions will make predicting these range shifts difficult. Biophysical mechanistic niche modeling places bounds on an animal's niche through analyzing the animal's physical interactions with the environment. Biophysical mechanistic niche modeling is flexible enough to accommodate these new combinations of abiotic conditions. However, this approach is difficult to implement for aquatic species because of complex interactions among thrust, metabolic rate and heat transfer. We use contemporary computational fluid dynamic techniques to overcome these difficulties. We model the complex 3D motion of a swimming neonate and juvenile leatherback sea turtle to find power and heat transfer rates during the stroke. We combine the results from these simulations and a numerical model to accurately predict the core temperature of a swimming leatherback. These results are the first steps in developing a highly accurate mechanistic niche model, which can assists paleontologist in understanding biogeographic shifts as well as aid contemporary species managers about potential range shifts over the coming decades.
Taylor, Gavin J; Paulk, Angelique C; Pearson, Thomas W J; Moore, Richard J D; Stacey, Jacqui A; Ball, David; van Swinderen, Bruno; Srinivasan, Mandyam V
2015-10-01
When using virtual-reality paradigms to study animal behaviour, careful attention must be paid to how the animal's actions are detected. This is particularly relevant in closed-loop experiments where the animal interacts with a stimulus. Many different sensor types have been used to measure aspects of behaviour, and although some sensors may be more accurate than others, few studies have examined whether, and how, such differences affect an animal's behaviour in a closed-loop experiment. To investigate this issue, we conducted experiments with tethered honeybees walking on an air-supported trackball and fixating a visual object in closed-loop. Bees walked faster and along straighter paths when the motion of the trackball was measured in the classical fashion - using optical motion sensors repurposed from computer mice - than when measured more accurately using a computer vision algorithm called 'FicTrac'. When computer mouse sensors were used to measure bees' behaviour, the bees modified their behaviour and achieved improved control of the stimulus. This behavioural change appears to be a response to a systematic error in the computer mouse sensor that reduces the sensitivity of this sensor system under certain conditions. Although the large perceived inertia and mass of the trackball relative to the honeybee is a limitation of tethered walking paradigms, observing differences depending on the sensor system used to measure bee behaviour was not expected. This study suggests that bees are capable of fine-tuning their motor control to improve the outcome of the task they are performing. Further, our findings show that caution is required when designing virtual-reality experiments, as animals can potentially respond to the artificial scenario in unexpected and unintended ways. © 2015. Published by The Company of Biologists Ltd.
Process of videotape making: presentation design, software, and hardware
NASA Astrophysics Data System (ADS)
Dickinson, Robert R.; Brady, Dan R.; Bennison, Tim; Burns, Thomas; Pines, Sheldon
1991-06-01
The use of technical video tape presentations for communicating abstractions of complex data is now becoming commonplace. While the use of video tapes in the day-to-day work of scientists and engineers is still in its infancy, their use as applications oriented conferences is now growing rapidly. Despite these advancements, there is still very little that is written down about the process of making technical videotapes. For printed media, different presentation styles are well known for categories such as results reports, executive summary reports, and technical papers and articles. In this paper, the authors present ideas on the topic of technical videotape presentation design in a format that is worth referring to. They have started to document the ways in which the experience of media specialist, teaching professionals, and character animators can be applied to scientific animation. Software and hardware considerations are also discussed. For this portion, distinctions are drawn between the software and hardware required for computer animation (frame at a time) productions, and live recorded interaction with a computer graphics display.
Visual sensory networks and effective information transfer in animal groups.
Strandburg-Peshkin, Ariana; Twomey, Colin R; Bode, Nikolai W F; Kao, Albert B; Katz, Yael; Ioannou, Christos C; Rosenthal, Sara B; Torney, Colin J; Wu, Hai Shan; Levin, Simon A; Couzin, Iain D
2013-09-09
Social transmission of information is vital for many group-living animals, allowing coordination of motion and effective response to complex environments. Revealing the interaction networks underlying information flow within these groups is a central challenge. Previous work has modeled interactions between individuals based directly on their relative spatial positions: each individual is considered to interact with all neighbors within a fixed distance (metric range), a fixed number of nearest neighbors (topological range), a 'shell' of near neighbors (Voronoi range), or some combination (Figure 1A). However, conclusive evidence to support these assumptions is lacking. Here, we employ a novel approach that considers individual movement decisions to be based explicitly on the sensory information available to the organism. In other words, we consider that while spatial relations do inform interactions between individuals, they do so indirectly, through individuals' detection of sensory cues. We reconstruct computationally the visual field of each individual throughout experiments designed to investigate information propagation within fish schools (golden shiners, Notemigonus crysoleucas). Explicitly considering visual sensing allows us to more accurately predict the propagation of behavioral change in these groups during leadership events. Furthermore, we find that structural properties of visual interaction networks differ markedly from those of metric and topological counterparts, suggesting that previous assumptions may not appropriately reflect information flow in animal groups. Copyright © 2013 Elsevier Ltd. All rights reserved.
Converting laserdisc video to digital video: a demonstration project using brain animations.
Jao, C S; Hier, D B; Brint, S U
1995-01-01
Interactive laserdiscs are of limited value in large group learning situations due to the expense of establishing multiple workstations. The authors implemented an alternative to laserdisc video by using indexed digital video combined with an expert system. High-quality video was captured from a laserdisc player and combined with waveform audio into an audio-video-interleave (AVI) file format in the Microsoft Video-for-Windows environment (Microsoft Corp., Seattle, WA). With the use of an expert system, a knowledge-based computer program provided random access to these indexed AVI files. The program can be played on any multimedia computer without the need for laserdiscs. This system offers a high level of interactive video without the overhead and cost of a laserdisc player.
Interactive Media and Simulation Tools for Technical Training
NASA Technical Reports Server (NTRS)
Gramoll, Kurt
1997-01-01
Over the last several years, integration of multiple media sources into a single information system has been rapidly developing. It has been found that when sound, graphics, text, animations, and simulations are skillfully integrated, the sum of the parts exceeds the individual parts for effective learning. In addition, simulations can be used to design and understand complex engineering processes. With the recent introduction of many high-level authoring, animation, modeling, and rendering programs for personal computers, significant multimedia programs can be developed by practicing engineers, scientists and even managers for both training and education. However, even with these new tools, a considerable amount of time is required to produce an interactive multimedia program. The development of both CD-ROM and Web-based programs are discussed in addition to the use of technically oriented animations. Also examined are various multimedia development tools and how they are used to develop effective engineering education courseware. Demonstrations of actual programs in engineering mechanics are shown.
The 'upstream wake' of swimming and flying animals and its correlation with propulsive efficiency.
Peng, Jifeng; Dabiri, John O
2008-08-01
The interaction between swimming and flying animals and their fluid environments generates downstream wake structures such as vortices. In most studies, the upstream flow in front of the animal is neglected. In this study, we demonstrate the existence of upstream fluid structures even though the upstream flow is quiescent or possesses a uniform incoming velocity. Using a computational model, the flow generated by a swimmer (an oscillating flexible plate) is simulated and a new fluid mechanical analysis is applied to the flow to identify the upstream fluid structures. These upstream structures show the exact portion of fluid that is going to interact with the swimmer. A mass flow rate is then defined based on the upstream structures, and a metric for propulsive efficiency is established using the mass flow rate and the kinematics of the swimmer. We propose that the unsteady mass flow rate defined by the upstream fluid structures can be used as a metric to measure and objectively compare the efficiency of locomotion in water and air.
Building an E-Book Library: Resources for Finding the Best Apps
ERIC Educational Resources Information Center
Zipke, Marcy
2014-01-01
There is a wide range in the educational qualities and overall quality of interactive storybook apps for tablet computers (ebooks). Minimally, ebooks for young children present illustrations on a screen, accompanied by an oral reading of the text. Today's ebooks can also include animation, zooming in and out, musical scores, sound effects,…
Rieucau, Guillaume; Burke, Darren
2017-01-01
Abstract Identifying perceptual thresholds is critical for understanding the mechanisms that underlie signal evolution. Using computer-animated stimuli, we examined visual speed sensitivity in the Jacky dragon Amphibolurus muricatus, a species that makes extensive use of rapid motor patterns in social communication. First, focal lizards were tested in discrimination trials using random-dot kinematograms displaying combinations of speed, coherence, and direction. Second, we measured subject lizards’ ability to predict the appearance of a secondary reinforcer (1 of 3 different computer-generated animations of invertebrates: cricket, spider, and mite) based on the direction of movement of a field of drifting dots by following a set of behavioural responses (e.g., orienting response, latency to respond) to our virtual stimuli. We found an effect of both speed and coherence, as well as an interaction between these 2 factors on the perception of moving stimuli. Overall, our results showed that Jacky dragons have acute sensitivity to high speeds. We then employed an optic flow analysis to match the performance to ecologically relevant motion. Our results suggest that the Jacky dragon visual system may have been shaped to detect fast motion. This pre-existing sensitivity may have constrained the evolution of conspecific displays. In contrast, Jacky dragons may have difficulty in detecting the movement of ambush predators, such as snakes and of some invertebrate prey. Our study also demonstrates the potential of the computer-animated stimuli technique for conducting nonintrusive tests to explore motion range and sensitivity in a visually mediated species. PMID:29491965
Zhang, Yu; Prakash, Edmond C; Sung, Eric
2004-01-01
This paper presents a new physically-based 3D facial model based on anatomical knowledge which provides high fidelity for facial expression animation while optimizing the computation. Our facial model has a multilayer biomechanical structure, incorporating a physically-based approximation to facial skin tissue, a set of anatomically-motivated facial muscle actuators, and underlying skull structure. In contrast to existing mass-spring-damper (MSD) facial models, our dynamic skin model uses the nonlinear springs to directly simulate the nonlinear visco-elastic behavior of soft tissue and a new kind of edge repulsion spring is developed to prevent collapse of the skin model. Different types of muscle models have been developed to simulate distribution of the muscle force applied on the skin due to muscle contraction. The presence of the skull advantageously constrain the skin movements, resulting in more accurate facial deformation and also guides the interactive placement of facial muscles. The governing dynamics are computed using a local semi-implicit ODE solver. In the dynamic simulation, an adaptive refinement automatically adapts the local resolution at which potential inaccuracies are detected depending on local deformation. The method, in effect, ensures the required speedup by concentrating computational time only where needed while ensuring realistic behavior within a predefined error threshold. This mechanism allows more pleasing animation results to be produced at a reduced computational cost.
Mechanosensory Interactions Drive Collective Behaviour in Drosophila
Ramdya, Pavan; Lichocki, Pawel; Cruchet, Steeve; Frisch, Lukas; Tse, Winnie; Floreano, Dario; Benton, Richard
2014-01-01
Collective behaviour enhances environmental sensing and decision-making in groups of animals1,2. Experimental and theoretical investigations of schooling fish, flocking birds and human crowds have demonstrated that simple interactions between individuals can explain emergent group dynamics3,4. These findings imply the existence of neural circuits that support distributed behaviours, but the molecular and cellular identities of relevant sensory pathways are unknown. Here we show that Drosophila melanogaster exhibits collective responses to an aversive odour: individual flies weakly avoid the stimulus, but groups show enhanced escape reactions. Using high-resolution behavioural tracking, computational simulations, genetic perturbations, neural silencing and optogenetic activation we demonstrate that this collective odour avoidance arises from cascades of appendage touch interactions between pairs of flies. Inter-fly touch sensing and collective behaviour require the activity of distal leg mechanosensory sensilla neurons and the mechanosensory channel NOMPC5,6. Remarkably, through these inter-fly encounters, wild-type flies can elicit avoidance behaviour in mutant animals that cannot sense the odour – a basic form of communication. Our data highlight the unexpected importance of social context in the sensory responses of a solitary species and open the door to a neural circuit level understanding of collective behaviour in animal groups. PMID:25533959
AnimatLab: a 3D graphics environment for neuromechanical simulations.
Cofer, David; Cymbalyuk, Gennady; Reid, James; Zhu, Ying; Heitler, William J; Edwards, Donald H
2010-03-30
The nervous systems of animals evolved to exert dynamic control of behavior in response to the needs of the animal and changing signals from the environment. To understand the mechanisms of dynamic control requires a means of predicting how individual neural and body elements will interact to produce the performance of the entire system. AnimatLab is a software tool that provides an approach to this problem through computer simulation. AnimatLab enables a computational model of an animal's body to be constructed from simple building blocks, situated in a virtual 3D world subject to the laws of physics, and controlled by the activity of a multicellular, multicompartment neural circuit. Sensor receptors on the body surface and inside the body respond to external and internal signals and then excite central neurons, while motor neurons activate Hill muscle models that span the joints and generate movement. AnimatLab provides a common neuromechanical simulation environment in which to construct and test models of any skeletal animal, vertebrate or invertebrate. The use of AnimatLab is demonstrated in a neuromechanical simulation of human arm flexion and the myotactic and contact-withdrawal reflexes. Copyright (c) 2010 Elsevier B.V. All rights reserved.
The 'Biologically-Inspired Computing' Column
NASA Technical Reports Server (NTRS)
Hinchey, Mike
2006-01-01
The field of Biology changed dramatically in 1953, with the determination by Francis Crick and James Dewey Watson of the double helix structure of DNA. This discovery changed Biology for ever, allowing the sequencing of the human genome, and the emergence of a "new Biology" focused on DNA, genes, proteins, data, and search. Computational Biology and Bioinformatics heavily rely on computing to facilitate research into life and development. Simultaneously, an understanding of the biology of living organisms indicates a parallel with computing systems: molecules in living cells interact, grow, and transform according to the "program" dictated by DNA. Moreover, paradigms of Computing are emerging based on modelling and developing computer-based systems exploiting ideas that are observed in nature. This includes building into computer systems self-management and self-governance mechanisms that are inspired by the human body's autonomic nervous system, modelling evolutionary systems analogous to colonies of ants or other insects, and developing highly-efficient and highly-complex distributed systems from large numbers of (often quite simple) largely homogeneous components to reflect the behaviour of flocks of birds, swarms of bees, herds of animals, or schools of fish. This new field of "Biologically-Inspired Computing", often known in other incarnations by other names, such as: Autonomic Computing, Pervasive Computing, Organic Computing, Biomimetics, and Artificial Life, amongst others, is poised at the intersection of Computer Science, Engineering, Mathematics, and the Life Sciences. Successes have been reported in the fields of drug discovery, data communications, computer animation, control and command, exploration systems for space, undersea, and harsh environments, to name but a few, and augur much promise for future progress.
KERNELHR: A program for estimating animal home ranges
Seaman, D.E.; Griffith, B.; Powell, R.A.
1998-01-01
Kernel methods are state of the art for estimating animal home-range area and utilization distribution (UD). The KERNELHR program was developed to provide researchers and managers a tool to implement this extremely flexible set of methods with many variants. KERNELHR runs interactively or from the command line on any personal computer (PC) running DOS. KERNELHR provides output of fixed and adaptive kernel home-range estimates, as well as density values in a format suitable for in-depth statistical and spatial analyses. An additional package of programs creates contour files for plotting in geographic information systems (GIS) and estimates core areas of ranges.
NASA Astrophysics Data System (ADS)
Ems-Wilson, Janice
This study concerned (a) how general chemistry students learn to classify solvent polarity from animated molecules, (b) whether peer interaction increases the number of correct classifications, and (c) whether language, academic ability, logical thinking ability, or prior knowledge interact with rate of learning or posttest performance. Two types of interaction were compared, group discussion and elaborative interrogation. The study rested on three assumptions: (a) animated molecules are appropriate for learning the concept of solvent polarity, (b) question stems and a guided interrogation enhance learning of a visual concept, (c) general chemistry students can induce the concept of solvent polarity from animated molecules when no guiding cues, either visual or verbal, are given. After a review of molecular geometry and bonding theories, students were presented with four trials of ten animated molecular structures. Ten three-to-five minute discussions were distributed among the four trials. Prior to the trials the experimental group received a 45-minute training session on elaborative interrogation; the topic was what happens on the molecular level when a carbonated beverage is opened. The control group received a 45-minute expository lecture on the same carbonated beverage topic. Participants were given a four-part posttest immediately following the trials. Results of the study suggest that most students tend to classify the solvent polarity of animated molecules based on certain structural features using a prototype or feature-frequency categorization strategy. Elaborative interrogation did not show a significant effect on the rate of learning or on the performance of learners on posttest measures of recall and comprehension. The experimental group noted a significantly greater number and range of types of features, and offered higher quality generalizations and explanations of their polarity classification procedure. Finally, the results implied that learning from animations depends more on prior knowledge of relevant concepts than on academic ability, logical thinking ability, or preferred language. Although some benefits may arise from accompanying computer animation with an interactive discussion, additional visual and verbal, cueing may be necessary for optimal outcomes.
Ariel, Gil; Ophir, Yotam; Levi, Sagi; Ben-Jacob, Eshel; Ayali, Amir
2014-01-01
The principal interactions leading to the emergence of order in swarms of marching locust nymphs was studied both experimentally, using small groups of marching locusts in the lab, and using computer simulations. We utilized a custom tracking algorithm to reveal fundamental animal-animal interactions leading to collective motion. Uncovering this behavior introduced a new agent-based modeling approach in which pause-and-go motion is pivotal. The behavioral and modeling findings are largely based on motion-related visual sensory inputs obtained by the individual locust. Results suggest a generic principle, in which intermittent animal motion can be considered as a sequence of individual decisions as animals repeatedly reassess their situation and decide whether or not to swarm. This interpretation implies, among other things, some generic characteristics regarding the build-up and emergence of collective order in swarms: in particular, that order and disorder are generic meta-stable states of the system, suggesting that the emergence of order is kinetic and does not necessarily require external environmental changes. This work calls for further experimental as well as theoretical investigation of the neural mechanisms underlying locust coordinative behavior. PMID:24988464
Modelling the interactions between animal venom peptides and membrane proteins.
Hung, Andrew; Kuyucak, Serdar; Schroeder, Christina I; Kaas, Quentin
2017-12-01
The active components of animal venoms are mostly peptide toxins, which typically target ion channels and receptors of both the central and peripheral nervous system, interfering with action potential conduction and/or synaptic transmission. The high degree of sequence conservation of their molecular targets makes a range of these toxins active at human receptors. The high selectivity and potency displayed by some of these toxins have prompted their use as pharmacological tools as well as drugs or drug leads. Molecular modelling has played an essential role in increasing our molecular-level understanding of the activity and specificity of animal toxins, as well as engineering them for biotechnological and pharmaceutical applications. This review focuses on the biological insights gained from computational and experimental studies of animal venom toxins interacting with membranes and ion channels. A host of recent X-ray crystallography and electron-microscopy structures of the toxin targets has contributed to a dramatic increase in the accuracy of the molecular models of toxin binding modes greatly advancing this exciting field of study. This article is part of the Special Issue entitled 'Venom-derived Peptides as Pharmacological Tools.' Copyright © 2017 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Neumann, David L.; Neumann, Michelle M.; Hood, Michelle
2011-01-01
The discipline of statistics seems well suited to the integration of technology in a lecture as a means to enhance student learning and engagement. Technology can be used to simulate statistical concepts, create interactive learning exercises, and illustrate real world applications of statistics. The present study aimed to better understand the…
Teacher Education Homing In on Content: National Project Also Tied to Student Achievement
ERIC Educational Resources Information Center
Jacobson, Linda
2005-01-01
Just upstairs from an exhibit on African culture at the American Museum of Natural History, Robert V. Steiner sits in front of his laptop computer and clicks on an "interactive animation" that illustrates the concept of frames of reference. On the screen, a glowing basketball bounces up and down against a black background. After watching…
Introducing Seismic Tomography with Computational Modeling
NASA Astrophysics Data System (ADS)
Neves, R.; Neves, M. L.; Teodoro, V.
2011-12-01
Learning seismic tomography principles and techniques involves advanced physical and computational knowledge. In depth learning of such computational skills is a difficult cognitive process that requires a strong background in physics, mathematics and computer programming. The corresponding learning environments and pedagogic methodologies should then involve sets of computational modelling activities with computer software systems which allow students the possibility to improve their mathematical or programming knowledge and simultaneously focus on the learning of seismic wave propagation and inverse theory. To reduce the level of cognitive opacity associated with mathematical or programming knowledge, several computer modelling systems have already been developed (Neves & Teodoro, 2010). Among such systems, Modellus is particularly well suited to achieve this goal because it is a domain general environment for explorative and expressive modelling with the following main advantages: 1) an easy and intuitive creation of mathematical models using just standard mathematical notation; 2) the simultaneous exploration of images, tables, graphs and object animations; 3) the attribution of mathematical properties expressed in the models to animated objects; and finally 4) the computation and display of mathematical quantities obtained from the analysis of images and graphs. Here we describe virtual simulations and educational exercises which enable students an easy grasp of the fundamental of seismic tomography. The simulations make the lecture more interactive and allow students the possibility to overcome their lack of advanced mathematical or programming knowledge and focus on the learning of seismological concepts and processes taking advantage of basic scientific computation methods and tools.
Dynamic properties of successful smiles
Helwig, Nathaniel E.; Sohre, Nick E.; Ruprecht, Mark R.; Guy, Stephen J.; Lyford-Pike, Sofía
2017-01-01
Facial expression of emotion is a foundational aspect of social interaction and nonverbal communication. In this study, we use a computer-animated 3D facial tool to investigate how dynamic properties of a smile are perceived. We created smile animations where we systematically manipulated the smile’s angle, extent, dental show, and dynamic symmetry. Then we asked a diverse sample of 802 participants to rate the smiles in terms of their effectiveness, genuineness, pleasantness, and perceived emotional intent. We define a “successful smile” as one that is rated effective, genuine, and pleasant in the colloquial sense of these words. We found that a successful smile can be expressed via a variety of different spatiotemporal trajectories, involving an intricate balance of mouth angle, smile extent, and dental show combined with dynamic symmetry. These findings have broad applications in a variety of areas, such as facial reanimation surgery, rehabilitation, computer graphics, and psychology. PMID:28658294
Quo vadimus? The 21st Century and multimedia
NASA Technical Reports Server (NTRS)
Kuhn, Allan D.
1991-01-01
The concept is related of computer driven multimedia to the NASA Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer based information that allows access to experience. The concepts are also drawn in of hypermedia, intermedia, interactive multimedia, hypertext, imaging, cyberspace, and virtual reality. Examples of these technology developments are given for NASA, private industry, and academia. Examples of concurrent technology developments and implementations are given to show how these technologies, along with multimedia, have put us at the threshold of the 21st century. The STI Program sees multimedia as an opportunity for revolutionizing the way STI is managed.
An Object-Oriented Graphical User Interface for a Reusable Rocket Engine Intelligent Control System
NASA Technical Reports Server (NTRS)
Litt, Jonathan S.; Musgrave, Jeffrey L.; Guo, Ten-Huei; Paxson, Daniel E.; Wong, Edmond; Saus, Joseph R.; Merrill, Walter C.
1994-01-01
An intelligent control system for reusable rocket engines under development at NASA Lewis Research Center requires a graphical user interface to allow observation of the closed-loop system in operation. The simulation testbed consists of a real-time engine simulation computer, a controls computer, and several auxiliary computers for diagnostics and coordination. The system is set up so that the simulation computer could be replaced by the real engine and the change would be transparent to the control system. Because of the hard real-time requirement of the control computer, putting a graphical user interface on it was not an option. Thus, a separate computer used strictly for the graphical user interface was warranted. An object-oriented LISP-based graphical user interface has been developed on a Texas Instruments Explorer 2+ to indicate the condition of the engine to the observer through plots, animation, interactive graphics, and text.
Closed-loop bird-computer interactions: a new method to study the role of bird calls.
Lerch, Alexandre; Roy, Pierre; Pachet, François; Nagle, Laurent
2011-03-01
In the field of songbird research, many studies have shown the role of male songs in territorial defense and courtship. Calling, another important acoustic communication signal, has received much less attention, however, because calls are assumed to contain less information about the emitter than songs do. Birdcall repertoire is diverse, and the role of calls has been found to be significant in the area of social interaction, for example, in pair, family, and group cohesion. However, standard methods for studying calls do not allow precise and systematic study of their role in communication. We propose herein a new method to study bird vocal interaction. A closed-loop computer system interacts with canaries, Serinus canaria, by (1) automatically classifying two basic types of canary vocalization, single versus repeated calls, as they are produced by the subject, and (2) responding with a preprogrammed call type recorded from another bird. This computerized animal-machine interaction requires no human interference. We show first that the birds do engage in sustained interactions with the system, by studying the rate of single and repeated calls for various programmed protocols. We then show that female canaries differentially use single and repeated calls. First, they produce significantly more single than repeated calls, and second, the rate of single calls is associated with the context in which they interact, whereas repeated calls are context independent. This experiment is the first illustration of how closed-loop bird-computer interaction can be used productively to study social relationships. © Springer-Verlag 2010
Investigating a holobiont: Microbiota perturbations and transkingdom networks.
Greer, Renee; Dong, Xiaoxi; Morgun, Andrey; Shulzhenko, Natalia
2016-01-01
The scientific community has recently come to appreciate that, rather than existing as independent organisms, multicellular hosts and their microbiota comprise a complex evolving superorganism or metaorganism, termed a holobiont. This point of view leads to a re-evaluation of our understanding of different physiological processes and diseases. In this paper we focus on experimental and computational approaches which, when combined in one study, allowed us to dissect mechanisms (traditionally named host-microbiota interactions) regulating holobiont physiology. Specifically, we discuss several approaches for microbiota perturbation, such as use of antibiotics and germ-free animals, including advantages and potential caveats of their usage. We briefly review computational approaches to characterize the microbiota and, more importantly, methods to infer specific components of microbiota (such as microbes or their genes) affecting host functions. One such approach called transkingdom network analysis has been recently developed and applied in our study. (1) Finally, we also discuss common methods used to validate the computational predictions of host-microbiota interactions using in vitro and in vivo experimental systems.
Aversive pavlovian responses affect human instrumental motor performance.
Rigoli, Francesco; Pavone, Enea Francesco; Pezzulo, Giovanni
2012-01-01
IN NEUROSCIENCE AND PSYCHOLOGY, AN INFLUENTIAL PERSPECTIVE DISTINGUISHES BETWEEN TWO KINDS OF BEHAVIORAL CONTROL: instrumental (habitual and goal-directed) and Pavlovian. Understanding the instrumental-Pavlovian interaction is fundamental for the comprehension of decision-making. Animal studies (as those using the negative auto-maintenance paradigm), have demonstrated that Pavlovian mechanisms can have maladaptive effects on instrumental performance. However, evidence for a similar effect in humans is scarce. In addition, the mechanisms modulating the impact of Pavlovian responses on instrumental performance are largely unknown, both in human and non-human animals. The present paper describes a behavioral experiment investigating the effects of Pavlovian conditioned responses on performance in humans, focusing on the aversive domain. Results showed that Pavlovian responses influenced human performance, and, similar to animal studies, could have maladaptive effects. In particular, Pavlovian responses either impaired or increased performance depending on modulator variables such as threat distance, task controllability, punishment history, amount of training, and explicit punishment expectancy. Overall, these findings help elucidating the computational mechanisms underlying the instrumental-Pavlovian interaction, which might be at the base of apparently irrational phenomena in economics, social behavior, and psychopathology.
Aversive Pavlovian Responses Affect Human Instrumental Motor Performance
Rigoli, Francesco; Pavone, Enea Francesco; Pezzulo, Giovanni
2012-01-01
In neuroscience and psychology, an influential perspective distinguishes between two kinds of behavioral control: instrumental (habitual and goal-directed) and Pavlovian. Understanding the instrumental-Pavlovian interaction is fundamental for the comprehension of decision-making. Animal studies (as those using the negative auto-maintenance paradigm), have demonstrated that Pavlovian mechanisms can have maladaptive effects on instrumental performance. However, evidence for a similar effect in humans is scarce. In addition, the mechanisms modulating the impact of Pavlovian responses on instrumental performance are largely unknown, both in human and non-human animals. The present paper describes a behavioral experiment investigating the effects of Pavlovian conditioned responses on performance in humans, focusing on the aversive domain. Results showed that Pavlovian responses influenced human performance, and, similar to animal studies, could have maladaptive effects. In particular, Pavlovian responses either impaired or increased performance depending on modulator variables such as threat distance, task controllability, punishment history, amount of training, and explicit punishment expectancy. Overall, these findings help elucidating the computational mechanisms underlying the instrumental-Pavlovian interaction, which might be at the base of apparently irrational phenomena in economics, social behavior, and psychopathology. PMID:23060738
Facial expression system on video using widrow hoff
NASA Astrophysics Data System (ADS)
Jannah, M.; Zarlis, M.; Mawengkang, H.
2018-03-01
Facial expressions recognition is one of interesting research. This research contains human feeling to computer application Such as the interaction between human and computer, data compression, facial animation and facial detection from the video. The purpose of this research is to create facial expression system that captures image from the video camera. The system in this research uses Widrow-Hoff learning method in training and testing image with Adaptive Linear Neuron (ADALINE) approach. The system performance is evaluated by two parameters, detection rate and false positive rate. The system accuracy depends on good technique and face position that trained and tested.
Interactive Visualization of Computational Fluid Dynamics using Mosaic
NASA Technical Reports Server (NTRS)
Clucas, Jean; Watson, Velvin; Chancellor, Marisa K. (Technical Monitor)
1994-01-01
The Web provides new Methods for accessing Information world-wide, but the current text-and-pictures approach neither utilizes all the Web's possibilities not provides for its limitations. While the inclusion of pictures and animations in a paper communicates more effectively than text alone, It Is essentially an extension of the concept of "publication." Also, as use of the Web increases putting images and animations online will quickly load even the "Information Superhighway." We need to find forms of communication that take advantage of the special nature of the Web. This paper presents one approach: the use of the Internet and the Mosaic interface for data sharing and collaborative analysis. We will describe (and In the presentation, demonstrate) our approach: using FAST (Flow Analysis Software Toolkit), a scientific visualization package, as a data viewer and interactive tool called from MOSAIC. Our intent is to stimulate the development of other tools that utilize the unique nature of electronic communication.
Making the Most of Omics for Symbiosis Research
Chaston, J.; Douglas, A.E.
2012-01-01
Omics, including genomics, proteomics and metabolomics, enable us to explain symbioses in terms of the underlying molecules and their interactions. The central task is to transform molecular catalogs of genes, metabolites etc. into a dynamic understanding of symbiosis function. We review four exemplars of omics studies that achieve this goal, through defined biological questions relating to metabolic integration and regulation of animal-microbial symbioses, the genetic autonomy of bacterial symbionts, and symbiotic protection of animal hosts from pathogens. As omic datasets become increasingly complex, computationally-sophisticated downstream analyses are essential to reveal interactions not evident to visual inspection of the data. We discuss two approaches, phylogenomics and transcriptional clustering, that can divide the primary output of omics studies – long lists of factors – into manageable subsets, and we describe how they have been applied to analyze large datasets and generate testable hypotheses. PMID:22983030
Parameterized Facial Expression Synthesis Based on MPEG-4
NASA Astrophysics Data System (ADS)
Raouzaiou, Amaryllis; Tsapatsoulis, Nicolas; Karpouzis, Kostas; Kollias, Stefanos
2002-12-01
In the framework of MPEG-4, one can include applications where virtual agents, utilizing both textual and multisensory data, including facial expressions and nonverbal speech help systems become accustomed to the actual feelings of the user. Applications of this technology are expected in educational environments, virtual collaborative workplaces, communities, and interactive entertainment. Facial animation has gained much interest within the MPEG-4 framework; with implementation details being an open research area (Tekalp, 1999). In this paper, we describe a method for enriching human computer interaction, focusing on analysis and synthesis of primary and intermediate facial expressions (Ekman and Friesen (1978)). To achieve this goal, we utilize facial animation parameters (FAPs) to model primary expressions and describe a rule-based technique for handling intermediate ones. A relation between FAPs and the activation parameter proposed in classical psychological studies is established, leading to parameterized facial expression analysis and synthesis notions, compatible with the MPEG-4 standard.
Angotzi, Gian Nicola; Boi, Fabio; Zordan, Stefano; Bonfanti, Andrea; Vato, Alessandro
2014-01-01
A portable 16-channels microcontroller-based wireless system for a bi-directional interaction with the central nervous system is presented in this work. The device is designed to be used with freely behaving small laboratory animals and allows recording of spontaneous and evoked neural activity wirelessly transmitted and stored on a personal computer. Biphasic current stimuli with programmable duration, frequency and amplitude may be triggered in real-time on the basis of the recorded neural activity as well as by the animal behavior within a specifically designed experimental setup. An intuitive graphical user interface was developed to configure and to monitor the whole system. The system was successfully tested through bench tests and in vivo measurements on behaving rats chronically implanted with multi-channels microwire arrays. PMID:25096831
Graphic-based musculoskeletal model for biomechanical analyses and animation.
Chao, Edmund Y S
2003-04-01
The ability to combine physiology and engineering analyses with computer sciences has opened the door to the possibility of creating the 'Virtual Human' reality. This paper presents a broad foundation for a full-featured biomechanical simulator for the human musculoskeletal system physiology. This simulation technology unites the expertise in biomechanical analysis and graphic modeling to investigate joint and connective tissue mechanics at the structural level and to visualize the results in both static and animated forms together with the model. Adaptable anatomical models including prosthetic implants and fracture fixation devices and a robust computational infrastructure for static, kinematic, kinetic, and stress analyses under varying boundary and loading conditions are incorporated on a common platform, the VIMS (Virtual Interactive Musculoskeletal System). Within this software system, a manageable database containing long bone dimensions, connective tissue material properties and a library of skeletal joint system functional activities and loading conditions are also available and they can easily be modified, updated and expanded. Application software is also available to allow end-users to perform biomechanical analyses interactively. This paper details the design, capabilities, and features of the VIMS development at Johns Hopkins University, an effort possible only through academic and commercial collaborations. Examples using these models and the computational algorithms in a virtual laboratory environment are used to demonstrate the utility of this unique database and simulation technology. This integrated system will impact on medical education, basic research, device development and application, and clinical patient care related to musculoskeletal diseases, trauma, and rehabilitation.
Computer-Generated, Three-Dimensional Character Animation: A Report and Analysis.
ERIC Educational Resources Information Center
Kingsbury, Douglas Lee
This master's thesis details the experience gathered in the production "Snoot and Muttly," a short character animation with 3-D computer generated images, and provides an analysis of the computer-generated 3-D character animation system capabilities. Descriptions are provided of the animation environment at the Ohio State University…
Can Computer Animations Affect College Biology Students' Conceptions about Diffusion and Osmosis?
ERIC Educational Resources Information Center
Sanger, Michael J.; Brecheisen, Dorothy M.; Hynek, Brian M.
2001-01-01
Investigates whether viewing computer animations representing the process of diffusion and osmosis affects students' conceptions. Discusses the difficulties of implementing computer animations in the classroom. (Contains 27 references.) (YDS)
Nanobioinformatics: Emerging Computational Tools to Understand Nano-Bio Interaction
2012-11-16
followed for using animals for toxicity studies, Organization for Economic Co- operation and Development ( OECD ) has set guidelines for toxicity studies...operation and Development ( OECD ) has set guidelines for toxicity studies in guideline number 420, which says that only dosages of 50-2000 mg/kg body weight...GSH, SOD, GSSH, MDA, ALK , ALT, LDH), Cell lines. Preprocessing: After collection of data from the published articles preprocessing of the data is
An object-oriented computational model to study cardiopulmonary hemodynamic interactions in humans.
Ngo, Chuong; Dahlmanns, Stephan; Vollmer, Thomas; Misgeld, Berno; Leonhardt, Steffen
2018-06-01
This work introduces an object-oriented computational model to study cardiopulmonary interactions in humans. Modeling was performed in object-oriented programing language Matlab Simscape, where model components are connected with each other through physical connections. Constitutive and phenomenological equations of model elements are implemented based on their non-linear pressure-volume or pressure-flow relationship. The model includes more than 30 physiological compartments, which belong either to the cardiovascular or respiratory system. The model considers non-linear behaviors of veins, pulmonary capillaries, collapsible airways, alveoli, and the chest wall. Model parameters were derisved based on literature values. Model validation was performed by comparing simulation results with clinical and animal data reported in literature. The model is able to provide quantitative values of alveolar, pleural, interstitial, aortic and ventricular pressures, as well as heart and lung volumes during spontaneous breathing and mechanical ventilation. Results of baseline simulation demonstrate the consistency of the assigned parameters. Simulation results during mechanical ventilation with PEEP trials can be directly compared with animal and clinical data given in literature. Object-oriented programming languages can be used to model interconnected systems including model non-linearities. The model provides a useful tool to investigate cardiopulmonary activity during spontaneous breathing and mechanical ventilation. Copyright © 2018 Elsevier B.V. All rights reserved.
Computer animations stimulate contagious yawning in chimpanzees
Campbell, Matthew W.; Carter, J. Devyn; Proctor, Darby; Eisenberg, Michelle L.; de Waal, Frans B. M.
2009-01-01
People empathize with fictional displays of behaviour, including those of cartoons and computer animations, even though the stimuli are obviously artificial. However, the extent to which other animals also may respond empathetically to animations has yet to be determined. Animations provide a potentially useful tool for exploring non-human behaviour, cognition and empathy because computer-generated stimuli offer complete control over variables and the ability to program stimuli that could not be captured on video. Establishing computer animations as a viable tool requires that non-human subjects identify with and respond to animations in a way similar to the way they do to images of actual conspecifics. Contagious yawning has been linked to empathy and poses a good test of involuntary identification and motor mimicry. We presented 24 chimpanzees with three-dimensional computer-animated chimpanzees yawning or displaying control mouth movements. The apes yawned significantly more in response to the yawn animations than to the controls, implying identification with the animations. These results support the phenomenon of contagious yawning in chimpanzees and suggest an empathic response to animations. Understanding how chimpanzees connect with animations, to both empathize and imitate, may help us to understand how humans do the same. PMID:19740888
Hutchinson, John R; Ng-Thow-Hing, Victor; Anderson, Frank C
2007-06-21
We developed a method based on interactive B-spline solids for estimating and visualizing biomechanically important parameters for animal body segments. Although the method is most useful for assessing the importance of unknowns in extinct animals, such as body contours, muscle bulk, or inertial parameters, it is also useful for non-invasive measurement of segmental dimensions in extant animals. Points measured directly from bodies or skeletons are digitized and visualized on a computer, and then a B-spline solid is fitted to enclose these points, allowing quantification of segment dimensions. The method is computationally fast enough so that software implementations can interactively deform the shape of body segments (by warping the solid) or adjust the shape quantitatively (e.g., expanding the solid boundary by some percentage or a specific distance beyond measured skeletal coordinates). As the shape changes, the resulting changes in segment mass, center of mass (CM), and moments of inertia can be recomputed immediately. Volumes of reduced or increased density can be embedded to represent lungs, bones, or other structures within the body. The method was validated by reconstructing an ostrich body from a fleshed and defleshed carcass and comparing the estimated dimensions to empirically measured values from the original carcass. We then used the method to calculate the segmental masses, centers of mass, and moments of inertia for an adult Tyrannosaurus rex, with measurements taken directly from a complete skeleton. We compare these results to other estimates, using the model to compute the sensitivities of unknown parameter values based upon 30 different combinations of trunk, lung and air sac, and hindlimb dimensions. The conclusion that T. rex was not an exceptionally fast runner remains strongly supported by our models-the main area of ambiguity for estimating running ability seems to be estimating fascicle lengths, not body dimensions. Additionally, the craniad position of the CM in all of our models reinforces the notion that T. rex did not stand or move with extremely columnar, elephantine limbs. It required some flexion in the limbs to stand still, but how much flexion depends directly on where its CM is assumed to lie. Finally we used our model to test an unsolved problem in dinosaur biomechanics: how fast a huge biped like T. rex could turn. Depending on the assumptions, our whole body model integrated with a musculoskeletal model estimates that turning 45 degrees on one leg could be achieved slowly, in about 1-2s.
Confidence Sharing: An Economic Strategy for Efficient Information Flows in Animal Groups
Korman, Amos; Greenwald, Efrat; Feinerman, Ofer
2014-01-01
Social animals may share information to obtain a more complete and accurate picture of their surroundings. However, physical constraints on communication limit the flow of information between interacting individuals in a way that can cause an accumulation of errors and deteriorated collective behaviors. Here, we theoretically study a general model of information sharing within animal groups. We take an algorithmic perspective to identify efficient communication schemes that are, nevertheless, economic in terms of communication, memory and individual internal computation. We present a simple and natural algorithm in which each agent compresses all information it has gathered into a single parameter that represents its confidence in its behavior. Confidence is communicated between agents by means of active signaling. We motivate this model by novel and existing empirical evidences for confidence sharing in animal groups. We rigorously show that this algorithm competes extremely well with the best possible algorithm that operates without any computational constraints. We also show that this algorithm is minimal, in the sense that further reduction in communication may significantly reduce performances. Our proofs rely on the Cramér-Rao bound and on our definition of a Fisher Channel Capacity. We use these concepts to quantify information flows within the group which are then used to obtain lower bounds on collective performance. The abstract nature of our model makes it rigorously solvable and its conclusions highly general. Indeed, our results suggest confidence sharing as a central notion in the context of animal communication. PMID:25275649
Confidence sharing: an economic strategy for efficient information flows in animal groups.
Korman, Amos; Greenwald, Efrat; Feinerman, Ofer
2014-10-01
Social animals may share information to obtain a more complete and accurate picture of their surroundings. However, physical constraints on communication limit the flow of information between interacting individuals in a way that can cause an accumulation of errors and deteriorated collective behaviors. Here, we theoretically study a general model of information sharing within animal groups. We take an algorithmic perspective to identify efficient communication schemes that are, nevertheless, economic in terms of communication, memory and individual internal computation. We present a simple and natural algorithm in which each agent compresses all information it has gathered into a single parameter that represents its confidence in its behavior. Confidence is communicated between agents by means of active signaling. We motivate this model by novel and existing empirical evidences for confidence sharing in animal groups. We rigorously show that this algorithm competes extremely well with the best possible algorithm that operates without any computational constraints. We also show that this algorithm is minimal, in the sense that further reduction in communication may significantly reduce performances. Our proofs rely on the Cramér-Rao bound and on our definition of a Fisher Channel Capacity. We use these concepts to quantify information flows within the group which are then used to obtain lower bounds on collective performance. The abstract nature of our model makes it rigorously solvable and its conclusions highly general. Indeed, our results suggest confidence sharing as a central notion in the context of animal communication.
Kaisarevic, Sonja N; Andric, Silvana A; Kostic, Tatjana S
2017-09-01
In response to the Bologna Declaration and contemporary trends in Animal Physiology education, the Animal Physiology course at the Faculty of Sciences, University of Novi Sad, Serbia, has evolved over a 12-yr period (2001-2012): from a classical two-semester course toward a one-semester course utilizing computer simulations of animal experiments, continual assessment, lectures, and an optional oral exam. This paper presents an overview of student achievement, the impact of reforms on learning outcomes, and lessons that we as educators learned during this process. The reforms had a positive impact on the percentage of students who completed the course within the same academic year. In addition, the percentage of students who completed the practical exam increased from 54% to >95% following the transition to a Bologna-based approach. However, average final grades declined from 8.0 to 6.8 over the same period. Students also appear reluctant to take the optional oral exam, and 82-91% of students were satisfied with the lower final grade obtained from only assessments and tests administered during the semester. In our endeavor to achieve learning outcomes set during the pre-Bologna period, while adopting contemporary teaching approaches, we sought to increase students' motivation to strive toward better performance, while ensuring that the increased quantity of students who complete the course is coupled with increased quality of education and a more in-depth understanding of animal physiology. Copyright © 2017 the American Physiological Society.
Farahani, Navid; Liu, Zheng; Jutt, Dylan; Fine, Jeffrey L
2017-10-01
- Pathologists' computer-assisted diagnosis (pCAD) is a proposed framework for alleviating challenges through the automation of their routine sign-out work. Currently, hypothetical pCAD is based on a triad of advanced image analysis, deep integration with heterogeneous information systems, and a concrete understanding of traditional pathology workflow. Prototyping is an established method for designing complex new computer systems such as pCAD. - To describe, in detail, a prototype of pCAD for the sign-out of a breast cancer specimen. - Deidentified glass slides and data from breast cancer specimens were used. Slides were digitized into whole-slide images with an Aperio ScanScope XT, and screen captures were created by using vendor-provided software. The advanced workflow prototype was constructed by using PowerPoint software. - We modeled an interactive, computer-assisted workflow: pCAD previews whole-slide images in the context of integrated, disparate data and predefined diagnostic tasks and subtasks. Relevant regions of interest (ROIs) would be automatically identified and triaged by the computer. A pathologist's sign-out work would consist of an interactive review of important ROIs, driven by required diagnostic tasks. The interactive session would generate a pathology report automatically. - Using animations and real ROIs, the pCAD prototype demonstrates the hypothetical sign-out in a stepwise fashion, illustrating various interactions and explaining how steps can be automated. The file is publicly available and should be widely compatible. This mock-up is intended to spur discussion and to help usher in the next era of digitization for pathologists by providing desperately needed and long-awaited automation.
Effects of Computer Animation Exercises on Student Cognitive Processes.
ERIC Educational Resources Information Center
Fowler, Will
A study examining the effects of computer animation exercises on cognitive development asked two groups of seventh graders to create computer animations, working from a simple mythic text. The ability of students to create narrative scenarios from this mythic text was analyzed. These scenarios were then recreated in the school computer lab, using…
Computer animation challenges for computational fluid dynamics
NASA Astrophysics Data System (ADS)
Vines, Mauricio; Lee, Won-Sook; Mavriplis, Catherine
2012-07-01
Computer animation requirements differ from those of traditional computational fluid dynamics (CFD) investigations in that visual plausibility and rapid frame update rates trump physical accuracy. We present an overview of the main techniques for fluid simulation in computer animation, starting with Eulerian grid approaches, the Lattice Boltzmann method, Fourier transform techniques and Lagrangian particle introduction. Adaptive grid methods, precomputation of results for model reduction, parallelisation and computation on graphical processing units (GPUs) are reviewed in the context of accelerating simulation computations for animation. A survey of current specific approaches for the application of these techniques to the simulation of smoke, fire, water, bubbles, mixing, phase change and solid-fluid coupling is also included. Adding plausibility to results through particle introduction, turbulence detail and concentration on regions of interest by level set techniques has elevated the degree of accuracy and realism of recent animations. Basic approaches are described here. Techniques to control the simulation to produce a desired visual effect are also discussed. Finally, some references to rendering techniques and haptic applications are mentioned to provide the reader with a complete picture of the challenges of simulating fluids in computer animation.
NASA Technical Reports Server (NTRS)
Lindsey, Patricia F.
1993-01-01
In its search for higher level computer interfaces and more realistic electronic simulations for measurement and spatial analysis in human factors design, NASA at MSFC is evaluating the functionality of virtual reality (VR) technology. Virtual reality simulation generates a three dimensional environment in which the participant appears to be enveloped. It is a type of interactive simulation in which humans are not only involved, but included. Virtual reality technology is still in the experimental phase, but it appears to be the next logical step after computer aided three-dimensional animation in transferring the viewer from a passive to an active role in experiencing and evaluating an environment. There is great potential for using this new technology when designing environments for more successful interaction, both with the environment and with another participant in a remote location. At the University of North Carolina, a VR simulation of a the planned Sitterson Hall, revealed a flaw in the building's design that had not been observed during examination of the more traditional building plan simulation methods on paper and on computer aided design (CAD) work station. The virtual environment enables multiple participants in remote locations to come together and interact with one another and with the environment. Each participant is capable of seeing herself and the other participants and of interacting with them within the simulated environment.
Flexible Animation Computer Program
NASA Technical Reports Server (NTRS)
Stallcup, Scott S.
1990-01-01
FLEXAN (Flexible Animation), computer program animating structural dynamics on Evans and Sutherland PS300-series graphics workstation with VAX/VMS host computer. Typical application is animation of spacecraft undergoing structural stresses caused by thermal and vibrational effects. Displays distortions in shape of spacecraft. Program displays single natural mode of vibration, mode history, or any general deformation of flexible structure. Written in FORTRAN 77.
Kostal, Jakub; Voutchkova-Kostal, Adelina
2016-01-19
Using computer models to accurately predict toxicity outcomes is considered to be a major challenge. However, state-of-the-art computational chemistry techniques can now be incorporated in predictive models, supported by advances in mechanistic toxicology and the exponential growth of computing resources witnessed over the past decade. The CADRE (Computer-Aided Discovery and REdesign) platform relies on quantum-mechanical modeling of molecular interactions that represent key biochemical triggers in toxicity pathways. Here, we present an external validation exercise for CADRE-SS, a variant developed to predict the skin sensitization potential of commercial chemicals. CADRE-SS is a hybrid model that evaluates skin permeability using Monte Carlo simulations, assigns reactive centers in a molecule and possible biotransformations via expert rules, and determines reactivity with skin proteins via quantum-mechanical modeling. The results were promising with an overall very good concordance of 93% between experimental and predicted values. Comparison to performance metrics yielded by other tools available for this endpoint suggests that CADRE-SS offers distinct advantages for first-round screenings of chemicals and could be used as an in silico alternative to animal tests where permissible by legislative programs.
Effects of a Pedagogical Agent's Emotional Expressiveness on Learner Perceptions
NASA Technical Reports Server (NTRS)
Romero, Enilda J.; Watson, Ginger S.
2012-01-01
The use of animated pedagogical agents or avatars in instruction has lagged behind their use in entertainment. This is due in part to the cost and complexity of development and implementation of agents in educational settings, but also results from a lack of research to understand how emotions from animated agents influence instructional effectiveness. The phenomenological study presented here assesses the perceptions of eight learners interacting with low and high intensity emotionally expressive pedagogical agents in a computer-mediated environment. Research methods include maximum variation and snowball sampling with random assignment to treatment. The resulting themes incorporate perceptions of importance, agent humanness, enjoyment, implementation barriers, and suggested improvements. Design recommendations and implications for future research are presented.
Social Network Analysis and Nutritional Behavior: An Integrated Modeling Approach
Senior, Alistair M.; Lihoreau, Mathieu; Buhl, Jerome; Raubenheimer, David; Simpson, Stephen J.
2016-01-01
Animals have evolved complex foraging strategies to obtain a nutritionally balanced diet and associated fitness benefits. Recent research combining state-space models of nutritional geometry with agent-based models (ABMs), show how nutrient targeted foraging behavior can also influence animal social interactions, ultimately affecting collective dynamics and group structures. Here we demonstrate how social network analyses can be integrated into such a modeling framework and provide a practical analytical tool to compare experimental results with theory. We illustrate our approach by examining the case of nutritionally mediated dominance hierarchies. First we show how nutritionally explicit ABMs that simulate the emergence of dominance hierarchies can be used to generate social networks. Importantly the structural properties of our simulated networks bear similarities to dominance networks of real animals (where conflicts are not always directly related to nutrition). Finally, we demonstrate how metrics from social network analyses can be used to predict the fitness of agents in these simulated competitive environments. Our results highlight the potential importance of nutritional mechanisms in shaping dominance interactions in a wide range of social and ecological contexts. Nutrition likely influences social interactions in many species, and yet a theoretical framework for exploring these effects is currently lacking. Combining social network analyses with computational models from nutritional ecology may bridge this divide, representing a pragmatic approach for generating theoretical predictions for nutritional experiments. PMID:26858671
StarScan: a web server for scanning small RNA targets from degradome sequencing data.
Liu, Shun; Li, Jun-Hao; Wu, Jie; Zhou, Ke-Ren; Zhou, Hui; Yang, Jian-Hua; Qu, Liang-Hu
2015-07-01
Endogenous small non-coding RNAs (sRNAs), including microRNAs, PIWI-interacting RNAs and small interfering RNAs, play important gene regulatory roles in animals and plants by pairing to the protein-coding and non-coding transcripts. However, computationally assigning these various sRNAs to their regulatory target genes remains technically challenging. Recently, a high-throughput degradome sequencing method was applied to identify biologically relevant sRNA cleavage sites. In this study, an integrated web-based tool, StarScan (sRNA target Scan), was developed for scanning sRNA targets using degradome sequencing data from 20 species. Given a sRNA sequence from plants or animals, our web server performs an ultrafast and exhaustive search for potential sRNA-target interactions in annotated and unannotated genomic regions. The interactions between small RNAs and target transcripts were further evaluated using a novel tool, alignScore. A novel tool, degradomeBinomTest, was developed to quantify the abundance of degradome fragments located at the 9-11th nucleotide from the sRNA 5' end. This is the first web server for discovering potential sRNA-mediated RNA cleavage events in plants and animals, which affords mechanistic insights into the regulatory roles of sRNAs. The StarScan web server is available at http://mirlab.sysu.edu.cn/starscan/. © The Author(s) 2015. Published by Oxford University Press on behalf of Nucleic Acids Research.
In-silico experiments of zebrafish behaviour: modeling swimming in three dimensions
NASA Astrophysics Data System (ADS)
Mwaffo, Violet; Butail, Sachit; Porfiri, Maurizio
2017-01-01
Zebrafish is fast becoming a species of choice in biomedical research for the investigation of functional and dysfunctional processes coupled with their genetic and pharmacological modulation. As with mammals, experimentation with zebrafish constitutes a complicated ethical issue that calls for the exploration of alternative testing methods to reduce the number of subjects, refine experimental designs, and replace live animals. Inspired by the demonstrated advantages of computational studies in other life science domains, we establish an authentic data-driven modelling framework to simulate zebrafish swimming in three dimensions. The model encapsulates burst-and-coast swimming style, speed modulation, and wall interaction, laying the foundations for in-silico experiments of zebrafish behaviour. Through computational studies, we demonstrate the ability of the model to replicate common ethological observables such as speed and spatial preference, and anticipate experimental observations on the correlation between tank dimensions on zebrafish behaviour. Reaching to other experimental paradigms, our framework is expected to contribute to a reduction in animal use and suffering.
In-silico experiments of zebrafish behaviour: modeling swimming in three dimensions
Mwaffo, Violet; Butail, Sachit; Porfiri, Maurizio
2017-01-01
Zebrafish is fast becoming a species of choice in biomedical research for the investigation of functional and dysfunctional processes coupled with their genetic and pharmacological modulation. As with mammals, experimentation with zebrafish constitutes a complicated ethical issue that calls for the exploration of alternative testing methods to reduce the number of subjects, refine experimental designs, and replace live animals. Inspired by the demonstrated advantages of computational studies in other life science domains, we establish an authentic data-driven modelling framework to simulate zebrafish swimming in three dimensions. The model encapsulates burst-and-coast swimming style, speed modulation, and wall interaction, laying the foundations for in-silico experiments of zebrafish behaviour. Through computational studies, we demonstrate the ability of the model to replicate common ethological observables such as speed and spatial preference, and anticipate experimental observations on the correlation between tank dimensions on zebrafish behaviour. Reaching to other experimental paradigms, our framework is expected to contribute to a reduction in animal use and suffering. PMID:28071731
The AAHA Computer Program. American Animal Hospital Association.
Albers, J W
1986-07-01
The American Animal Hospital Association Computer Program should benefit all small animal practitioners. Through the availability of well-researched and well-developed certified software, veterinarians will have increased confidence in their purchase decisions. With the expansion of computer applications to improve practice management efficiency, veterinary computer systems will further justify their initial expense. The development of the Association's veterinary computer network will provide a variety of important services to the profession.
Visualizing a silicon quantum computer
NASA Astrophysics Data System (ADS)
Sanders, Barry C.; Hollenberg, Lloyd C. L.; Edmundson, Darran; Edmundson, Andrew
2008-12-01
Quantum computation is a fast-growing, multi-disciplinary research field. The purpose of a quantum computer is to execute quantum algorithms that efficiently solve computational problems intractable within the existing paradigm of 'classical' computing built on bits and Boolean gates. While collaboration between computer scientists, physicists, chemists, engineers, mathematicians and others is essential to the project's success, traditional disciplinary boundaries can hinder progress and make communicating the aims of quantum computing and future technologies difficult. We have developed a four minute animation as a tool for representing, understanding and communicating a silicon-based solid-state quantum computer to a variety of audiences, either as a stand-alone animation to be used by expert presenters or embedded into a longer movie as short animated sequences. The paper includes a generally applicable recipe for successful scientific animation production.
Xie, Tianwu; Zaidi, Habib
2016-01-01
The development of multimodality preclinical imaging techniques and the rapid growth of realistic computer simulation tools have promoted the construction and application of computational laboratory animal models in preclinical research. Since the early 1990s, over 120 realistic computational animal models have been reported in the literature and used as surrogates to characterize the anatomy of actual animals for the simulation of preclinical studies involving the use of bioluminescence tomography, fluorescence molecular tomography, positron emission tomography, single-photon emission computed tomography, microcomputed tomography, magnetic resonance imaging, and optical imaging. Other applications include electromagnetic field simulation, ionizing and nonionizing radiation dosimetry, and the development and evaluation of new methodologies for multimodality image coregistration, segmentation, and reconstruction of small animal images. This paper provides a comprehensive review of the history and fundamental technologies used for the development of computational small animal models with a particular focus on their application in preclinical imaging as well as nonionizing and ionizing radiation dosimetry calculations. An overview of the overall process involved in the design of these models, including the fundamental elements used for the construction of different types of computational models, the identification of original anatomical data, the simulation tools used for solving various computational problems, and the applications of computational animal models in preclinical research. The authors also analyze the characteristics of categories of computational models (stylized, voxel-based, and boundary representation) and discuss the technical challenges faced at the present time as well as research needs in the future.
V-Man Generation for 3-D Real Time Animation. Chapter 5
NASA Technical Reports Server (NTRS)
Nebel, Jean-Christophe; Sibiryakov, Alexander; Ju, Xiangyang
2007-01-01
The V-Man project has developed an intuitive authoring and intelligent system to create, animate, control and interact in real-time with a new generation of 3D virtual characters: The V-Men. It combines several innovative algorithms coming from Virtual Reality, Physical Simulation, Computer Vision, Robotics and Artificial Intelligence. Given a high-level task like "walk to that spot" or "get that object", a V-Man generates the complete animation required to accomplish the task. V-Men synthesise motion at runtime according to their environment, their task and their physical parameters, drawing upon its unique set of skills manufactured during the character creation. The key to the system is the automated creation of realistic V-Men, not requiring the expertise of an animator. It is based on real human data captured by 3D static and dynamic body scanners, which is then processed to generate firstly animatable body meshes, secondly 3D garments and finally skinned body meshes.
Portraits of self-organization in fish schools interacting with robots
NASA Astrophysics Data System (ADS)
Aureli, M.; Fiorilli, F.; Porfiri, M.
2012-05-01
In this paper, we propose an enabling computational and theoretical framework for the analysis of experimental instances of collective behavior in response to external stimuli. In particular, this work addresses the characterization of aggregation and interaction phenomena in robot-animal groups through the exemplary analysis of fish schooling in the vicinity of a biomimetic robot. We adapt global observables from statistical mechanics to capture the main features of the shoal collective motion and its response to the robot from experimental observations. We investigate the shoal behavior by using a diffusion mapping analysis performed on these global observables that also informs the definition of relevant portraits of self-organization.
Real-time 3D human capture system for mixed-reality art and entertainment.
Nguyen, Ta Huynh Duy; Qui, Tran Cong Thien; Xu, Ke; Cheok, Adrian David; Teo, Sze Lee; Zhou, ZhiYing; Mallawaarachchi, Asitha; Lee, Shang Ping; Liu, Wei; Teo, Hui Siang; Thang, Le Nam; Li, Yu; Kato, Hirokazu
2005-01-01
A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.
Initial Reading through Computer Animation.
ERIC Educational Resources Information Center
Geoffrion, Leo D.; Bergeron, R. Daniel
The Computer Animated Reading Instruction System (CARIS) was developed to introduce reading to children with varied sensory, cognitive, and physical handicaps. CARIS employs an exploratory learning approach which encourages children to experiment with the reading and writing of words and sentences. Brief computer-animated cartoons provide the…
Scholz, A M; Bünger, L; Kongsro, J; Baulain, U; Mitchell, A D
2015-07-01
The ability to accurately measure body or carcass composition is important for performance testing, grading and finally selection or payment of meat-producing animals. Advances especially in non-invasive techniques are mainly based on the development of electronic and computer-driven methods in order to provide objective phenotypic data. The preference for a specific technique depends on the target animal species or carcass, combined with technical and practical aspects such as accuracy, reliability, cost, portability, speed, ease of use, safety and for in vivo measurements the need for fixation or sedation. The techniques rely on specific device-driven signals, which interact with tissues in the body or carcass at the atomic or molecular level, resulting in secondary or attenuated signals detected by the instruments and analyzed quantitatively. The electromagnetic signal produced by the instrument may originate from mechanical energy such as sound waves (ultrasound - US), 'photon' radiation (X-ray-computed tomography - CT, dual-energy X-ray absorptiometry - DXA) or radio frequency waves (magnetic resonance imaging - MRI). The signals detected by the corresponding instruments are processed to measure, for example, tissue depths, areas, volumes or distributions of fat, muscle (water, protein) and partly bone or bone mineral. Among the above techniques, CT is the most accurate one followed by MRI and DXA, whereas US can be used for all sizes of farm animal species even under field conditions. CT, MRI and US can provide volume data, whereas only DXA delivers immediate whole-body composition results without (2D) image manipulation. A combination of simple US and more expensive CT, MRI or DXA might be applied for farm animal selection programs in a stepwise approach.
GPU-Accelerated Molecular Modeling Coming Of Age
Stone, John E.; Hardy, David J.; Ufimtsev, Ivan S.
2010-01-01
Graphics processing units (GPUs) have traditionally been used in molecular modeling solely for visualization of molecular structures and animation of trajectories resulting from molecular dynamics simulations. Modern GPUs have evolved into fully programmable, massively parallel co-processors that can now be exploited to accelerate many scientific computations, typically providing about one order of magnitude speedup over CPU code and in special cases providing speedups of two orders of magnitude. This paper surveys the development of molecular modeling algorithms that leverage GPU computing, the advances already made and remaining issues to be resolved, and the continuing evolution of GPU technology that promises to become even more useful to molecular modeling. Hardware acceleration with commodity GPUs is expected to benefit the overall computational biology community by bringing teraflops performance to desktop workstations and in some cases potentially changing what were formerly batch-mode computational jobs into interactive tasks. PMID:20675161
GPU-accelerated molecular modeling coming of age.
Stone, John E; Hardy, David J; Ufimtsev, Ivan S; Schulten, Klaus
2010-09-01
Graphics processing units (GPUs) have traditionally been used in molecular modeling solely for visualization of molecular structures and animation of trajectories resulting from molecular dynamics simulations. Modern GPUs have evolved into fully programmable, massively parallel co-processors that can now be exploited to accelerate many scientific computations, typically providing about one order of magnitude speedup over CPU code and in special cases providing speedups of two orders of magnitude. This paper surveys the development of molecular modeling algorithms that leverage GPU computing, the advances already made and remaining issues to be resolved, and the continuing evolution of GPU technology that promises to become even more useful to molecular modeling. Hardware acceleration with commodity GPUs is expected to benefit the overall computational biology community by bringing teraflops performance to desktop workstations and in some cases potentially changing what were formerly batch-mode computational jobs into interactive tasks. (c) 2010 Elsevier Inc. All rights reserved.
Dzyubachyk, Oleh; Khmelinskii, Artem; Plenge, Esben; Kok, Peter; Snoeks, Thomas J A; Poot, Dirk H J; Löwik, Clemens W G M; Botha, Charl P; Niessen, Wiro J; van der Weerd, Louise; Meijering, Erik; Lelieveldt, Boudewijn P F
2014-01-01
In small animal imaging studies, when the locations of the micro-structures of interest are unknown a priori, there is a simultaneous need for full-body coverage and high resolution. In MRI, additional requirements to image contrast and acquisition time will often make it impossible to acquire such images directly. Recently, a resolution enhancing post-processing technique called super-resolution reconstruction (SRR) has been demonstrated to improve visualization and localization of micro-structures in small animal MRI by combining multiple low-resolution acquisitions. However, when the field-of-view is large relative to the desired voxel size, solving the SRR problem becomes very expensive, in terms of both memory requirements and computation time. In this paper we introduce a novel local approach to SRR that aims to overcome the computational problems and allow researchers to efficiently explore both global and local characteristics in whole-body small animal MRI. The method integrates state-of-the-art image processing techniques from the areas of articulated atlas-based segmentation, planar reformation, and SRR. A proof-of-concept is provided with two case studies involving CT, BLI, and MRI data of bone and kidney tumors in a mouse model. We show that local SRR-MRI is a computationally efficient complementary imaging modality for the precise characterization of tumor metastases, and that the method provides a feasible high-resolution alternative to conventional MRI.
Colour, vision and coevolution in avian brood parasitism.
Stoddard, Mary Caswell; Hauber, Mark E
2017-07-05
The coevolutionary interactions between avian brood parasites and their hosts provide a powerful system for investigating the diversity of animal coloration. Specifically, reciprocal selection pressure applied by hosts and brood parasites can give rise to novel forms and functions of animal coloration, which largely differ from those that arise when selection is imposed by predators or mates. In the study of animal colours, avian brood parasite-host dynamics therefore invite special consideration. Rapid advances across disciplines have paved the way for an integrative study of colour and vision in brood parasite-host systems. We now know that visually driven host defences and host life history have selected for a suite of phenotypic adaptations in parasites, including mimicry, crypsis and supernormal stimuli. This sometimes leads to vision-based host counter-adaptations and increased parasite trickery. Here, we review vision-based adaptations that arise in parasite-host interactions, emphasizing that these adaptations can be visual/sensory, cognitive or phenotypic in nature. We highlight recent breakthroughs in chemistry, genomics, neuroscience and computer vision, and we conclude by identifying important future directions. Moving forward, it will be essential to identify the genetic and neural bases of adaptation and to compare vision-based adaptations to those arising in other sensory modalities.This article is part of the themed issue 'Animal coloration: production, perception, function and application'. © 2017 The Author(s).
Large-scale, high-density (up to 512 channels) recording of local circuits in behaving animals
Berényi, Antal; Somogyvári, Zoltán; Nagy, Anett J.; Roux, Lisa; Long, John D.; Fujisawa, Shigeyoshi; Stark, Eran; Leonardo, Anthony; Harris, Timothy D.
2013-01-01
Monitoring representative fractions of neurons from multiple brain circuits in behaving animals is necessary for understanding neuronal computation. Here, we describe a system that allows high-channel-count recordings from a small volume of neuronal tissue using a lightweight signal multiplexing headstage that permits free behavior of small rodents. The system integrates multishank, high-density recording silicon probes, ultraflexible interconnects, and a miniaturized microdrive. These improvements allowed for simultaneous recordings of local field potentials and unit activity from hundreds of sites without confining free movements of the animal. The advantages of large-scale recordings are illustrated by determining the electroanatomic boundaries of layers and regions in the hippocampus and neocortex and constructing a circuit diagram of functional connections among neurons in real anatomic space. These methods will allow the investigation of circuit operations and behavior-dependent interregional interactions for testing hypotheses of neural networks and brain function. PMID:24353300
[Animal experimentation, computer simulation and surgical research].
Carpentier, Alain
2009-11-01
We live in a digital world In medicine, computers are providing new tools for data collection, imaging, and treatment. During research and development of complex technologies and devices such as artificial hearts, computer simulation can provide more reliable information than experimentation on large animals. In these specific settings, animal experimentation should serve more to validate computer models of complex devices than to demonstrate their reliability.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Xie, Tianwu; Zaidi, Habib, E-mail: habib.zaidi@hcuge.ch; Geneva Neuroscience Center, Geneva University, Geneva CH-1205
The development of multimodality preclinical imaging techniques and the rapid growth of realistic computer simulation tools have promoted the construction and application of computational laboratory animal models in preclinical research. Since the early 1990s, over 120 realistic computational animal models have been reported in the literature and used as surrogates to characterize the anatomy of actual animals for the simulation of preclinical studies involving the use of bioluminescence tomography, fluorescence molecular tomography, positron emission tomography, single-photon emission computed tomography, microcomputed tomography, magnetic resonance imaging, and optical imaging. Other applications include electromagnetic field simulation, ionizing and nonionizing radiation dosimetry, and themore » development and evaluation of new methodologies for multimodality image coregistration, segmentation, and reconstruction of small animal images. This paper provides a comprehensive review of the history and fundamental technologies used for the development of computational small animal models with a particular focus on their application in preclinical imaging as well as nonionizing and ionizing radiation dosimetry calculations. An overview of the overall process involved in the design of these models, including the fundamental elements used for the construction of different types of computational models, the identification of original anatomical data, the simulation tools used for solving various computational problems, and the applications of computational animal models in preclinical research. The authors also analyze the characteristics of categories of computational models (stylized, voxel-based, and boundary representation) and discuss the technical challenges faced at the present time as well as research needs in the future.« less
The Roles of Mental Animations and External Animations in Understanding Mechanical Systems
ERIC Educational Resources Information Center
Hegarty, Mary; Kriz, Sarah; Cate, Christina
2003-01-01
The effects of computer animations and mental animation on people's mental models of a mechanical system are examined. In 3 experiments, students learned how a mechanical system works from various instructional treatments including viewing a static diagram of the machine, predicting motion from static diagrams, viewing computer animations, and…
Developing Educational Computer Animation Based on Human Personality Types
ERIC Educational Resources Information Center
Musa, Sajid; Ziatdinov, Rushan; Sozcu, Omer Faruk; Griffiths, Carol
2015-01-01
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. By its definition, it refers to simulated motion pictures showing movement of drawn objects, and is often defined as the art in movement. Its educational application known as educational computer animation is considered…
Manson, Amy; Poyade, Matthieu; Rea, Paul
2015-10-19
The use of computer-aided learning in education can be advantageous, especially when interactive three-dimensional (3D) models are used to aid learning of complex 3D structures. The anatomy of the ventricular system of the brain is difficult to fully understand as it is seldom seen in 3D, as is the flow of cerebrospinal fluid (CSF). This article outlines a workflow for the creation of an interactive training tool for the cerebral ventricular system, an educationally challenging area of anatomy. This outline is based on the use of widely available computer software packages. Using MR images of the cerebral ventricular system and several widely available commercial and free software packages, the techniques of 3D modelling, texturing, sculpting, image editing and animations were combined to create a workflow in the creation of an interactive educational and training tool. This was focussed on cerebral ventricular system anatomy, and the flow of cerebrospinal fluid. We have successfully created a robust methodology by using key software packages in the creation of an interactive education and training tool. This has resulted in an application being developed which details the anatomy of the ventricular system, and flow of cerebrospinal fluid using an anatomically accurate 3D model. In addition to this, our established workflow pattern presented here also shows how tutorials, animations and self-assessment tools can also be embedded into the training application. Through our creation of an established workflow in the generation of educational and training material for demonstrating cerebral ventricular anatomy and flow of cerebrospinal fluid, it has enormous potential to be adopted into student training in this field. With the digital age advancing rapidly, this has the potential to be used as an innovative tool alongside other methodologies for the training of future healthcare practitioners and scientists. This workflow could be used in the creation of other tools, which could be developed for use not only on desktop and laptop computers but also smartphones, tablets and fully immersive stereoscopic environments. It also could form the basis on which to build surgical simulations enhanced with haptic interaction.
Hamlet, Christina; Fauci, Lisa J; Tytell, Eric D
2015-11-21
Animals move through their environments using muscles to produce force. When an animal׳s nervous system activates a muscle, the muscle produces different amounts of force depending on its length, its shortening velocity, and its time history of force production. These muscle forces interact with forces from passive tissue properties and forces from the external environment. Using an integrative computational model that couples an elastic, actuated model of an anguilliform, lamprey-like swimmer with a surrounding Navier-Stokes fluid, we study the effects of this coupling between the muscle force and the body motion. Swimmers with different forms of this coupling can achieve similar motions, but use different amounts of energy. The velocity dependence is the most important property of the ones we considered for reducing energy costs and helping us to stabilize oscillations. These effects are strongly influenced by how rapidly the muscle deactivates; if force decays too slowly, muscles on opposite sides of the body end up fighting each other, increasing energy cost. Work-dependent deactivation, an effect that causes a muscle to deactivate more rapidly if it has recently produced mechanical work, works together with the velocity dependence to reduce the energy cost of swimming. Copyright © 2015 Elsevier Ltd. All rights reserved.
Computer-Generated, Three-Dimensional Character Animation.
ERIC Educational Resources Information Center
Van Baerle, Susan Lynn
This master's thesis begins by discussing the differences between 3-D computer animation of solid three-dimensional, or monolithic, objects, and the animation of characters, i.e., collections of movable parts with soft pliable surfaces. Principles from two-dimensional character animation that can be transferred to three-dimensional character…
A Perspective on the Role of Computational Models in Immunology.
Chakraborty, Arup K
2017-04-26
This is an exciting time for immunology because the future promises to be replete with exciting new discoveries that can be translated to improve health and treat disease in novel ways. Immunologists are attempting to answer increasingly complex questions concerning phenomena that range from the genetic, molecular, and cellular scales to that of organs, whole animals or humans, and populations of humans and pathogens. An important goal is to understand how the many different components involved interact with each other within and across these scales for immune responses to emerge, and how aberrant regulation of these processes causes disease. To aid this quest, large amounts of data can be collected using high-throughput instrumentation. The nonlinear, cooperative, and stochastic character of the interactions between components of the immune system as well as the overwhelming amounts of data can make it difficult to intuit patterns in the data or a mechanistic understanding of the phenomena being studied. Computational models are increasingly important in confronting and overcoming these challenges. I first describe an iterative paradigm of research that integrates laboratory experiments, clinical data, computational inference, and mechanistic computational models. I then illustrate this paradigm with a few examples from the recent literature that make vivid the power of bringing together diverse types of computational models with experimental and clinical studies to fruitfully interrogate the immune system.
Reinforcement learning and decision making in monkeys during a competitive game.
Lee, Daeyeol; Conroy, Michelle L; McGreevy, Benjamin P; Barraclough, Dominic J
2004-12-01
Animals living in a dynamic environment must adjust their decision-making strategies through experience. To gain insights into the neural basis of such adaptive decision-making processes, we trained monkeys to play a competitive game against a computer in an oculomotor free-choice task. The animal selected one of two visual targets in each trial and was rewarded only when it selected the same target as the computer opponent. To determine how the animal's decision-making strategy can be affected by the opponent's strategy, the computer opponent was programmed with three different algorithms that exploited different aspects of the animal's choice and reward history. When the computer selected its targets randomly with equal probabilities, animals selected one of the targets more often, violating the prediction of probability matching, and their choices were systematically influenced by the choice history of the two players. When the computer exploited only the animal's choice history but not its reward history, animal's choice became more independent of its own choice history but was still related to the choice history of the opponent. This bias was substantially reduced, but not completely eliminated, when the computer used the choice history of both players in making its predictions. These biases were consistent with the predictions of reinforcement learning, suggesting that the animals sought optimal decision-making strategies using reinforcement learning algorithms.
Using Animation to Support the Teaching of Computer Game Development Techniques
ERIC Educational Resources Information Center
Taylor, Mark John; Pountney, David C.; Baskett, M.
2008-01-01
In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie computer games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static…
ERIC Educational Resources Information Center
Stredney, Donald Larry
An overview of computer animation and the techniques involved in its creation is provided in the introduction to this masters thesis, which focuses on the problems encountered by students in learning the forms and functions of complex anatomical structures and ways in which computer animation can address these problems. The objectives for,…
ERIC Educational Resources Information Center
Sanna, Andrea; Valpreda, Fabrizio
2017-01-01
The purpose of this study was to compare different students' backgrounds and two different didactic methodologies to profitably teach computer animation in Italian schools of design and engineering. Teachers and instructors have long been engaged in discussions to define effective curricula for teaching computer animation. Various…
Ketelhut, Diane Jass; Niemi, Steven M
2007-01-01
This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.
Dolins, Francine L; Schweller, Kenneth; Milne, Scott
2017-02-01
Virtual simulated environments provide multiple ways of testing cognitive function and evaluating problem solving with humans (e.g., Woollett et al. 2009). The use of such interactive technology has increasingly become an essential part of modern life (e.g., autonomously driving vehicles, global positioning systems (GPS), and touchscreen computers; Chinn and Fairlie 2007; Brown 2011). While many nonhuman animals have their own forms of "technology", such as chimpanzees who create and use tools, in captive animal environments the opportunity to actively participate with interactive technology is not often made available. Exceptions can be found in some state-of-the-art zoos and laboratory facilities (e.g., Mallavarapu and Kuhar 2005). When interactive technology is available, captive animals often selectively choose to engage with it. This enhances the animal's sense of control over their immediate surroundings (e.g., Clay et al. 2011; Ackerman 2012). Such self-efficacy may help to fulfill basic requirements in a species' daily activities using problem solving that can involve foraging and other goal-oriented behaviors. It also assists in fulfilling the strong underlying motivation for contrafreeloading and exploration expressed behaviorally by many species in captivity (Young 1999). Moreover, being able to present nonhuman primates virtual reality environments under experimental conditions provides the opportunity to gain insight into their navigational abilities and spatial cognition. It allows for insight into the generation and application of internal mental representations of landmarks and environments under multiple conditions (e.g., small- and large-scale space) and subsequent spatial behavior. This paper reviews methods using virtual reality developed to investigate the spatial cognitive abilities of nonhuman primates, and great apes in particular, in comparison with that of humans of multiple age groups. We make recommendations about training, best practices, and also pitfalls to avoid.
ERIC Educational Resources Information Center
Rosenthal, Deborah P.; Sanger, Michael J.
2013-01-01
Two groups of students were shown unnarrated versions of two different particulate-level computer animations of varying complexity depicting the oxidation-reduction reaction of aqueous silver nitrate and solid copper metal; one group saw the more simplified animation first and the more complex animation second while the other group saw these…
Dry coupling for whole-body small-animal photoacoustic computed tomography
NASA Astrophysics Data System (ADS)
Yeh, Chenghung; Li, Lei; Zhu, Liren; Xia, Jun; Li, Chiye; Chen, Wanyi; Garcia-Uribe, Alejandro; Maslov, Konstantin I.; Wang, Lihong V.
2017-04-01
We have enhanced photoacoustic computed tomography with dry acoustic coupling that eliminates water immersion anxiety and wrinkling of the animal and facilitates incorporating complementary modalities and procedures. The dry acoustic coupler is made of a tubular elastic membrane enclosed by a closed transparent water tank. The tubular membrane ensures water-free contact with the animal, and the closed water tank allows pressurization for animal stabilization. The dry coupler was tested using a whole-body small-animal ring-shaped photoacoustic computed tomography system. Dry coupling was found to provide image quality comparable to that of conventional water coupling.
Trelease, Robert B
2016-11-01
Until the late-twentieth century, primary anatomical sciences education was relatively unenhanced by advanced technology and dependent on the mainstays of printed textbooks, chalkboard- and photographic projection-based classroom lectures, and cadaver dissection laboratories. But over the past three decades, diffusion of innovations in computer technology transformed the practices of anatomical education and research, along with other aspects of work and daily life. Increasing adoption of first-generation personal computers (PCs) in the 1980s paved the way for the first practical educational applications, and visionary anatomists foresaw the usefulness of computers for teaching. While early computers lacked high-resolution graphics capabilities and interactive user interfaces, applications with video discs demonstrated the practicality of programming digital multimedia linking descriptive text with anatomical imaging. Desktop publishing established that computers could be used for producing enhanced lecture notes, and commercial presentation software made it possible to give lectures using anatomical and medical imaging, as well as animations. Concurrently, computer processing supported the deployment of medical imaging modalities, including computed tomography, magnetic resonance imaging, and ultrasound, that were subsequently integrated into anatomy instruction. Following its public birth in the mid-1990s, the World Wide Web became the ubiquitous multimedia networking technology underlying the conduct of contemporary education and research. Digital video, structural simulations, and mobile devices have been more recently applied to education. Progressive implementation of computer-based learning methods interacted with waves of ongoing curricular change, and such technologies have been deemed crucial for continuing medical education reforms, providing new challenges and opportunities for anatomical sciences educators. Anat Sci Educ 9: 583-602. © 2016 American Association of Anatomists. © 2016 American Association of Anatomists.
Chao, Edmund Y S; Armiger, Robert S; Yoshida, Hiroaki; Lim, Jonathan; Haraguchi, Naoki
2007-03-08
The ability to combine physiology and engineering analyses with computer sciences has opened the door to the possibility of creating the "Virtual Human" reality. This paper presents a broad foundation for a full-featured biomechanical simulator for the human musculoskeletal system physiology. This simulation technology unites the expertise in biomechanical analysis and graphic modeling to investigate joint and connective tissue mechanics at the structural level and to visualize the results in both static and animated forms together with the model. Adaptable anatomical models including prosthetic implants and fracture fixation devices and a robust computational infrastructure for static, kinematic, kinetic, and stress analyses under varying boundary and loading conditions are incorporated on a common platform, the VIMS (Virtual Interactive Musculoskeletal System). Within this software system, a manageable database containing long bone dimensions, connective tissue material properties and a library of skeletal joint system functional activities and loading conditions are also available and they can easily be modified, updated and expanded. Application software is also available to allow end-users to perform biomechanical analyses interactively. Examples using these models and the computational algorithms in a virtual laboratory environment are used to demonstrate the utility of these unique database and simulation technology. This integrated system, model library and database will impact on orthopaedic education, basic research, device development and application, and clinical patient care related to musculoskeletal joint system reconstruction, trauma management, and rehabilitation.
Chao, Edmund YS; Armiger, Robert S; Yoshida, Hiroaki; Lim, Jonathan; Haraguchi, Naoki
2007-01-01
The ability to combine physiology and engineering analyses with computer sciences has opened the door to the possibility of creating the "Virtual Human" reality. This paper presents a broad foundation for a full-featured biomechanical simulator for the human musculoskeletal system physiology. This simulation technology unites the expertise in biomechanical analysis and graphic modeling to investigate joint and connective tissue mechanics at the structural level and to visualize the results in both static and animated forms together with the model. Adaptable anatomical models including prosthetic implants and fracture fixation devices and a robust computational infrastructure for static, kinematic, kinetic, and stress analyses under varying boundary and loading conditions are incorporated on a common platform, the VIMS (Virtual Interactive Musculoskeletal System). Within this software system, a manageable database containing long bone dimensions, connective tissue material properties and a library of skeletal joint system functional activities and loading conditions are also available and they can easily be modified, updated and expanded. Application software is also available to allow end-users to perform biomechanical analyses interactively. Examples using these models and the computational algorithms in a virtual laboratory environment are used to demonstrate the utility of these unique database and simulation technology. This integrated system, model library and database will impact on orthopaedic education, basic research, device development and application, and clinical patient care related to musculoskeletal joint system reconstruction, trauma management, and rehabilitation. PMID:17343764
Applications of computer-graphics animation for motion-perception research
NASA Technical Reports Server (NTRS)
Proffitt, D. R.; Kaiser, M. K.
1986-01-01
The advantages and limitations of using computer animated stimuli in studying motion perception are presented and discussed. Most current programs of motion perception research could not be pursued without the use of computer graphics animation. Computer generated displays afford latitudes of freedom and control that are almost impossible to attain through conventional methods. There are, however, limitations to this presentational medium. At present, computer generated displays present simplified approximations of the dynamics in natural events. Very little is known about how the differences between natural events and computer simulations influence perceptual processing. In practice, the differences are assumed to be irrelevant to the questions under study, and that findings with computer generated stimuli will generalize to natural events.
NASA Astrophysics Data System (ADS)
Wiana, W.
2018-01-01
The learning process is believed will reach optimal results if facilitated by diversity of learning’s device from aspects of the approach, method, media or it’s evaluation system, in individually, groups, or as well as classical. One of the learning’s Device can be developed in an attempt to improve the results of the study is Computer Based Learning (CBL). CBL was developed aim to help students to understand the concepts of the learning material which presented interactively by the system and able to provide information and learning process better. This research is closely related to efforts to improve the quality of Fashion design in digital format learning, with specific targets to generate interactive multimedia-based animation as effective media and learning resources for fashion design learning. Applications that are generated may be an option for delivering learning material as well as to engender interest in learning as well as understanding with students against the subject matter so that it can improve the learning achievements of students. The instruments used to collect data is a test sheet of mastering the concept which developed on the basis of indicators understanding the concept of fashion design, the material elements and principles of fashion design as well as application on making fashion design. As for the skills test is done through test performance to making fashion design in digital format. The results of testing against the mastery of concepts and skills of fashion designing in digital formatted shows that experimental group obtained significantly higher qualifications compared to the control group. That means that the use of interactive multimedia-based animation, effective to increased mastery of concepts and skills on making fashion design in digital format.
Computational identification of gene–social environment interaction at the human IL6 locus
Cole, Steven W.; Arevalo, Jesusa M. G.; Takahashi, Rie; Sloan, Erica K.; Lutgendorf, Susan K.; Sood, Anil K.; Sheridan, John F.; Seeman, Teresa E.
2010-01-01
To identify genetic factors that interact with social environments to impact human health, we used a bioinformatic strategy that couples expression array–based detection of environmentally responsive transcription factors with in silico discovery of regulatory polymorphisms to predict genetic loci that modulate transcriptional responses to stressful environments. Tests of one predicted interaction locus in the human IL6 promoter (SNP rs1800795) verified that it modulates transcriptional response to β-adrenergic activation of the GATA1 transcription factor in vitro. In vivo validation studies confirmed links between adverse social conditions and increased transcription of GATA1 target genes in primary neural, immune, and cancer cells. Epidemiologic analyses verified the health significance of those molecular interactions by documenting increased 10-year mortality risk associated with late-life depressive symptoms that occurred solely for homozygous carriers of the GATA1-sensitive G allele of rs1800795. Gating of depression-related mortality risk by IL6 genotype pertained only to inflammation-related causes of death and was associated with increased chronic inflammation as indexed by plasma C-reactive protein. Computational modeling of molecular interactions, in vitro biochemical analyses, in vivo animal modeling, and human molecular epidemiologic analyses thus converge in identifying β-adrenergic activation of GATA1 as a molecular pathway by which social adversity can alter human health risk selectively depending on individual genetic status at the IL6 locus. PMID:20176930
NASA Astrophysics Data System (ADS)
Morse, P. E.; Reading, A. M.; Lueg, C.
2014-12-01
Pattern-recognition in scientific data is not only a computational problem but a human-observer problem as well. Human observation of - and interaction with - data visualization software can augment, select, interrupt and modify computational routines and facilitate processes of pattern and significant feature recognition for subsequent human analysis, machine learning, expert and artificial intelligence systems.'Tagger' is a Mac OS X interactive data visualisation tool that facilitates Human-Computer interaction for the recognition of patterns and significant structures. It is a graphical application developed using the Quartz Composer framework. 'Tagger' follows a Model-View-Controller (MVC) software architecture: the application problem domain (the model) is to facilitate novel ways of abstractly representing data to a human interlocutor, presenting these via different viewer modalities (e.g. chart representations, particle systems, parametric geometry) to the user (View) and enabling interaction with the data (Controller) via a variety of Human Interface Devices (HID). The software enables the user to create an arbitrary array of tags that may be appended to the visualised data, which are then saved into output files as forms of semantic metadata. Three fundamental problems that are not strongly supported by conventional scientific visualisation software are addressed:1] How to visually animate data over time, 2] How to rapidly deploy unconventional parametrically driven data visualisations, 3] How to construct and explore novel interaction models that capture the activity of the end-user as semantic metadata that can be used to computationally enhance subsequent interrogation. Saved tagged data files may be loaded into Tagger, so that tags may be tagged, if desired. Recursion opens up the possibility of refining or overlapping different types of tags, tagging a variety of different POIs or types of events, and of capturing different types of specialist observations of important or noticeable events. Other visualisations and modes of interaction will also be demonstrated, with the aim of discovering knowledge in large datasets in the natural, physical sciences. Fig.1 Wave height data from an oceanographic Wave Rider Buoy. Colors/radii are driven by wave height data.
Hosokawa, Takayuki; Watanabe, Masataka
2012-05-30
Humans and animals must work to support their survival and reproductive needs. Because resources are limited in the natural environment, competition is inevitable, and competing successfully is vitally important. However, the neuronal mechanisms of competitive behavior are poorly studied. We examined whether neurons in the lateral prefrontal cortex (LPFC) showed response sensitivity related to a competitive game. In this study, monkeys played a video shooting game, either competing with another monkey or the computer, or playing alone without a rival. Monkeys performed more quickly and more accurately in the competitive than in the noncompetitive games, indicating that they were more motivated in the competitive than in the noncompetitive games. LPFC neurons showed differential activity between the competitive and noncompetitive games showing winning- and losing-related activity. Furthermore, activities of prefrontal neurons differed depending on whether the competition was between monkeys or between the monkey and the computer. These results indicate that LPFC neurons may play an important role in monitoring the outcome of competition and enabling animals to adapt their behavior to increase their chances of obtaining a reward in a socially interactive environment.
Dazzle camouflage, target tracking, and the confusion effect.
Hogan, Benedict G; Cuthill, Innes C; Scott-Samuel, Nicholas E
2016-01-01
The influence of coloration on the ecology and evolution of moving animals in groups is poorly understood. Animals in groups benefit from the "confusion effect," where predator attack success is reduced with increasing group size or density. This is thought to be due to a sensory bottleneck: an increase in the difficulty of tracking one object among many. Motion dazzle camouflage has been hypothesized to disrupt accurate perception of the trajectory or speed of an object or animal. The current study investigates the suggestion that dazzle camouflage may enhance the confusion effect. Utilizing a computer game style experiment with human predators, we found that when moving in groups, targets with stripes parallel to the targets' direction of motion interact with the confusion effect to a greater degree, and are harder to track, than those with more conventional background matching patterns. The findings represent empirical evidence that some high-contrast patterns may benefit animals in groups. The results also highlight the possibility that orientation and turning may be more relevant in the mechanisms of dazzle camouflage than previously recognized.
Insect Flight: From Newton's Law to Neurons
NASA Astrophysics Data System (ADS)
Wang, Z. Jane
2016-03-01
Why do animals move the way they do? Bacteria, insects, birds, and fish share with us the necessity to move so as to live. Although each organism follows its own evolutionary course, it also obeys a set of common laws. At the very least, the movement of animals, like that of planets, is governed by Newton's law: All things fall. On Earth, most things fall in air or water, and their motions are thus subject to the laws of hydrodynamics. Through trial and error, animals have found ways to interact with fluid so they can float, drift, swim, sail, glide, soar, and fly. This elementary struggle to escape the fate of falling shapes the development of motors, sensors, and mind. Perhaps we can deduce parts of their neural computations by understanding what animals must do so as not to fall. Here I discuss recent developments along this line of inquiry in the case of insect flight. Asking how often a fly must sense its orientation in order to balance in air has shed new light on the role of motor neurons and steering muscles responsible for flight stability.
Social behaviour and collective motion in plant-animal worms.
Franks, Nigel R; Worley, Alan; Grant, Katherine A J; Gorman, Alice R; Vizard, Victoria; Plackett, Harriet; Doran, Carolina; Gamble, Margaret L; Stumpe, Martin C; Sendova-Franks, Ana B
2016-02-24
Social behaviour may enable organisms to occupy ecological niches that would otherwise be unavailable to them. Here, we test this major evolutionary principle by demonstrating self-organizing social behaviour in the plant-animal, Symsagittifera roscoffensis. These marine aceol flat worms rely for all of their nutrition on the algae within their bodies: hence their common name. We show that individual worms interact with one another to coordinate their movements so that even at low densities they begin to swim in small polarized groups and at increasing densities such flotillas turn into circular mills. We use computer simulations to: (i) determine if real worms interact socially by comparing them with virtual worms that do not interact and (ii) show that the social phase transitions of the real worms can occur based only on local interactions between and among them. We hypothesize that such social behaviour helps the worms to form the dense biofilms or mats observed on certain sun-exposed sandy beaches in the upper intertidal of the East Atlantic and to become in effect a super-organismic seaweed in a habitat where macro-algal seaweeds cannot anchor themselves. Symsagittifera roscoffensis, a model organism in many other areas in biology (including stem cell regeneration), also seems to be an ideal model for understanding how individual behaviours can lead, through collective movement, to social assemblages. © 2016 The Author(s).
Sizarov, Aleksander; de Bakker, Bernadette S; Klein, Karina; Ohlerth, Stefanie
2014-10-01
To provide comprehensive illustrations of anatomy of the relevant vessels in large experimental animals in an interactive format as preparation for developing an effective and safe transcatheter technique of aortopulmonary and bidirectional cavopulmonary intervascular anastomoses. Computed tomographic angiographic studies in two calves and two sheep were used to prepare 3D reconstructions of the aorta, pulmonary arteries, and caval and pulmonary veins. Based on these reconstructions, computer simulations of the creation of stent-enhanced aortopulmonary and bidirectional cavopulmonary anastomoses were made. We observed the following major anatomical features: (i) caudal course of the main pulmonary artery and its branches with the proximal right pulmonary artery located immediately caudal to the aortic arch, and with the central left pulmonary artery lying at a substantial distance from the descending aorta; and (ii) the distal right pulmonary artery is located dorsal to the right atrium and inferior caval vein at a substantial distance from the superior caval vein. Animations showed creation of transcatheter analogues of Waterston's and Potts' aortopulmonary shunts through placement of a covered spool-shaped stent, and the transcatheter creation of bidirectional Glenn's cavopulmonary anastomosis, by placement of a long covered trumpet-shaped stent. There are considerable differences in vascular anatomy between large experimental animals and humans. Given the need to elaborate new transcatheter techniques for intervascular anastomoses in suitable animal models before application to human, it is crucial to take these anatomical differences into account during testing and optimization of the proposed procedures. © The Author 2014. Published by Oxford University Press on behalf of the European Association for Cardio-Thoracic Surgery. All rights reserved.
A computer vision for animal ecology.
Weinstein, Ben G
2018-05-01
A central goal of animal ecology is to observe species in the natural world. The cost and challenge of data collection often limit the breadth and scope of ecological study. Ecologists often use image capture to bolster data collection in time and space. However, the ability to process these images remains a bottleneck. Computer vision can greatly increase the efficiency, repeatability and accuracy of image review. Computer vision uses image features, such as colour, shape and texture to infer image content. I provide a brief primer on ecological computer vision to outline its goals, tools and applications to animal ecology. I reviewed 187 existing applications of computer vision and divided articles into ecological description, counting and identity tasks. I discuss recommendations for enhancing the collaboration between ecologists and computer scientists and highlight areas for future growth of automated image analysis. © 2017 The Author. Journal of Animal Ecology © 2017 British Ecological Society.
An introduction to electronic learning and its use to address challenges in surgical training.
Baran, Szczepan W; Johnson, Elizabeth J; Kehler, James
2009-06-01
The animal research community faces a shortage of surgical training opportunities along with an increasing demand for expertise in surgical techniques. One possible means of overcoming this challenge is the use of computer-based or electronic learning (e-learning) to disseminate material to a broad range of animal users. E-learning platforms can take many different forms, ranging from simple text documents that are posted online to complex virtual courses that incorporate dynamic video or audio content and in which students and instructors can interact in real time. The authors present an overview of e-learning and discuss its potential benefits as a supplement to hands-on rodent surgical training. They also discuss a few basic considerations in developing and implementing electronic courses.
NASA Technical Reports Server (NTRS)
Hom, Kam W.
1994-01-01
In this video, several examples of electromagnetic field and surface-current animation sequences are shown to demonstrate the visualization capabilities of the EM-ANIMATE computer program. These examples show the animation of total and scattered electric near fields from test bodies of a flat plate, a corner reflector, and a sphere. These test cases show the electric-field behavior caused by different scattering mechanisms through the animation of electromagnetic data from the EM-ANIMATE routine.
The effects of chronic tinnitus caused by acoustic trauma on social behaviour and anxiety in rats.
Zheng, Y; Hamilton, E; McNamara, E; Smith, P F; Darlington, C L
2011-10-13
Tinnitus is associated with significant increases in anxiety disorders in humans, which is thought to affect social interaction; however, there has been only one previous study of the effects of tinnitus on social interaction in animals treated with salicylate and no previous study of the effects of tinnitus on anxiety in animals. In the present study, we used acoustic trauma to induce tinnitus in rats and investigated its effects on social interaction and anxiety in animals confirmed to have tinnitus. When social behaviours were grouped, we found that animals with tinnitus engaged in significantly more aggressive behaviours toward both tinnitus and sham control animals (P=0.03). When individual social behaviours were analysed without considering whether a tinnitus or sham animal was interacting with a member of its own treatment group, tinnitus animals were found to engage in significantly more anogenital investigation (P=0.01) and significantly less social grooming (P=0.003). When the data were analysed according to whether an animal was interacting with a member of its own group, tinnitus animals were found to bite sham animals significantly more than other tinnitus animals (P=0.005). Sham animals also bit tinnitus animals significantly more than other sham animals (P=0.02), as well as climbing away from them more (P=0.04), kicking (P=0.003), nudging them more (P=0.04), and sleeping with them more (P=0.02). By contrast, sham animals sniffed tinnitus animals significantly less than sham animals (P=0.05). There were no significant differences between the sham and tinnitus animals in performance in the elevated plus and elevated T maze tests of anxiety. However, tinnitus animals displayed a slight but significant increase in locomotor activity in the open field (P=0.04). These data suggest that tinnitus results in complex changes in social interaction in rats, which are not due simply to increases in anxiety. Copyright © 2011 IBRO. Published by Elsevier Ltd. All rights reserved.
Computer-based learning in neuroanatomy: A longitudinal study of learning, transfer, and retention
NASA Astrophysics Data System (ADS)
Chariker, Julia H.
A longitudinal experiment was conducted to explore computer-based learning of neuroanatomy. Using a realistic 3D graphical model of neuroanatomy, and sections derived from the model, exploratory graphical tools were integrated into interactive computer programs so as to allow adaptive exploration. 72 participants learned either sectional anatomy alone or learned whole anatomy followed by sectional anatomy. Sectional anatomy was explored either in perceptually continuous animation or discretely, as in the use of an anatomical atlas. Learning was measured longitudinally to a high performance criterion. After learning, transfer to biomedical images and long-term retention was tested. Learning whole anatomy prior to learning sectional anatomy led to a more efficient learning experience. Learners demonstrated high levels of transfer from whole anatomy to sectional anatomy and from sectional anatomy to complex biomedical images. All learning groups demonstrated high levels of retention at 2--3 weeks.
NASA Astrophysics Data System (ADS)
Akpan, Joseph Paul; Andre, Thomas
1999-06-01
Science teachers, school administrators, educators, and the scientific community are faced with ethical controversies over animal dissection in classrooms. Simulation has been proposed as a way of dealing with this issue. One intriguing previous finding was that use of an interactive videodisc dissection facilitated performance on a subsequent actual dissection. This study examined the prior use of simulation of frog dissection in improving students' actual dissection performance and learning of frog anatomy and morphology. There were three experimental conditions: simulation before dissection (SBD); dissection before simulation (DBS); or dissection-only (DO). Results of the study indicated that students receiving SBD performed significantly better than students receiving DBS or DO on both actual dissection and knowledge of the anatomy and morphology. Students' attitudes toward the use of animals for dissection did not change significantly from pretest to posttest and did not interact with treatment. The genders did not differ in achievement, but males were more favorable towards dissection and computers than were females.
Hydrodynamics of Low Reynolds Respiratory-type Flows
NASA Astrophysics Data System (ADS)
Connor, Erin; True, Aaron; Crimaldi, John
2017-11-01
Both aquatic and terrestrial animals inhale surrounding fluid for metabolic and sensory purposes. As organisms inhale and exhale, complex fluid interactions occur both internal and external to the physiological orifice. Using both numerical and experimental approaches, we model an idealized respiratory flow consisting of cyclic inhalation and exhalation through a single cylindrical tube. We investigate the effect of varying Reynolds number (Re) as well as the ratio of the inhalation time to the exhalation time (I:E ratio) for a fixed inhalation volume. The numerical model is used for laminar cases at lower Re, whereas the experimental model permits the study to be extended into higher Reynolds numbers that include transitions to turbulence. We map the spatial distribution of both inhaled and exhaled fluid volumes. By comparing these two maps, we can compute the volume of exhaled fluid that is reingested during the subsequent inhalation. The models of interacting inhalation and exhalation exhibit a rich range of flow behaviors across Re number and I:E ratio. This study builds a foundation for more complex studies of animal respiration that will include more realistic morphologies.
Hong, Weizhe; Kennedy, Ann; Burgos-Artizzu, Xavier P; Zelikowsky, Moriel; Navonne, Santiago G; Perona, Pietro; Anderson, David J
2015-09-22
A lack of automated, quantitative, and accurate assessment of social behaviors in mammalian animal models has limited progress toward understanding mechanisms underlying social interactions and their disorders such as autism. Here we present a new integrated hardware and software system that combines video tracking, depth sensing, and machine learning for automatic detection and quantification of social behaviors involving close and dynamic interactions between two mice of different coat colors in their home cage. We designed a hardware setup that integrates traditional video cameras with a depth camera, developed computer vision tools to extract the body "pose" of individual animals in a social context, and used a supervised learning algorithm to classify several well-described social behaviors. We validated the robustness of the automated classifiers in various experimental settings and used them to examine how genetic background, such as that of Black and Tan Brachyury (BTBR) mice (a previously reported autism model), influences social behavior. Our integrated approach allows for rapid, automated measurement of social behaviors across diverse experimental designs and also affords the ability to develop new, objective behavioral metrics.
Hong, Weizhe; Kennedy, Ann; Burgos-Artizzu, Xavier P.; Zelikowsky, Moriel; Navonne, Santiago G.; Perona, Pietro; Anderson, David J.
2015-01-01
A lack of automated, quantitative, and accurate assessment of social behaviors in mammalian animal models has limited progress toward understanding mechanisms underlying social interactions and their disorders such as autism. Here we present a new integrated hardware and software system that combines video tracking, depth sensing, and machine learning for automatic detection and quantification of social behaviors involving close and dynamic interactions between two mice of different coat colors in their home cage. We designed a hardware setup that integrates traditional video cameras with a depth camera, developed computer vision tools to extract the body “pose” of individual animals in a social context, and used a supervised learning algorithm to classify several well-described social behaviors. We validated the robustness of the automated classifiers in various experimental settings and used them to examine how genetic background, such as that of Black and Tan Brachyury (BTBR) mice (a previously reported autism model), influences social behavior. Our integrated approach allows for rapid, automated measurement of social behaviors across diverse experimental designs and also affords the ability to develop new, objective behavioral metrics. PMID:26354123
Slimani, Faiçal A A; Hamdi, Mahdjoub; Bentourkia, M'hamed
2018-05-01
Monte Carlo (MC) simulation is widely recognized as an important technique to study the physics of particle interactions in nuclear medicine and radiation therapy. There are different codes dedicated to dosimetry applications and widely used today in research or in clinical application, such as MCNP, EGSnrc and Geant4. However, such codes made the physics easier but the programming remains a tedious task even for physicists familiar with computer programming. In this paper we report the development of a new interface GEANT4 Dose And Radiation Interactions (G4DARI) based on GEANT4 for absorbed dose calculation and for particle tracking in humans, small animals and complex phantoms. The calculation of the absorbed dose is performed based on 3D CT human or animal images in DICOM format, from images of phantoms or from solid volumes which can be made from any pure or composite material to be specified by its molecular formula. G4DARI offers menus to the user and tabs to be filled with values or chemical formulas. The interface is described and as application, we show results obtained in a lung tumor in a digital mouse irradiated with seven energy beams, and in a patient with glioblastoma irradiated with five photon beams. In conclusion, G4DARI can be easily used by any researcher without the need to be familiar with computer programming, and it will be freely available as an application package. Copyright © 2018 Elsevier Ltd. All rights reserved.
The potential of open learning in animal breeding.
Lohuis, M M; Lohuis, C T; Petrongolo, R A
1999-07-01
Animal breeding education is presently facing many challenges. These include rapid changes in breeding knowledge and technology, resource and funding restrictions, and altering demographics of the learner and the animal breeding industry. These challenges can be met via an open learning educational format. This nontraditional approach is based on the needs of individual learners, not the interests of the teacher or the institution. An important feature of open learning is its appropriateness for the professional development audience. Delivery methods include interactive distance courses on the Web, computer-assisted learning, and team-based study. The Canadian dairy breeding industry has expressed the need for ongoing professional development to understand and adopt new animal breeding technologies. The University of Guelph responded by delivering a series of animal breeding short courses (Executive Certificate Program in Animal Breeding) to industry decision makers in 1997. A version modified specifically for farmers and breeding industry personnel was offered in 1998. Through the collaboration of experts from various agricultural institutions and the use of a learner-centered format, this professional development initiative was a pedagogical and financial success. This paper describes how the open learning approach differs from traditional university teaching. Using the University of Guelph example in animal breeding professional development, the framework for a successful open learning program will be examined. The best practices for effective adult education will also be identified and discussed within this case study.
FLEXAN (version 2.0) user's guide
NASA Technical Reports Server (NTRS)
Stallcup, Scott S.
1989-01-01
The FLEXAN (Flexible Animation) computer program, Version 2.0 is described. FLEXAN animates 3-D wireframe structural dynamics on the Evans and Sutherland PS300 graphics workstation with a VAX/VMS host computer. Animation options include: unconstrained vibrational modes, mode time histories (multiple modes), delta time histories (modal and/or nonmodal deformations), color time histories (elements of the structure change colors through time), and rotational time histories (parts of the structure rotate through time). Concurrent color, mode, delta, and rotation, time history animations are supported. FLEXAN does not model structures or calculate the dynamics of structures; it only animates data from other computer programs. FLEXAN was developed to aid in the study of the structural dynamics of spacecraft.
Interactive Visualization and Analysis of Geospatial Data Sets - TrikeND-iGlobe
NASA Astrophysics Data System (ADS)
Rosebrock, Uwe; Hogan, Patrick; Chandola, Varun
2013-04-01
The visualization of scientific datasets is becoming an ever-increasing challenge as advances in computing technologies have enabled scientists to build high resolution climate models that have produced petabytes of climate data. To interrogate and analyze these large datasets in real-time is a task that pushes the boundaries of computing hardware and software. But integration of climate datasets with geospatial data requires considerable amount of effort and close familiarity of various data formats and projection systems, which has prevented widespread utilization outside of climate community. TrikeND-iGlobe is a sophisticated software tool that bridges this gap, allows easy integration of climate datasets with geospatial datasets and provides sophisticated visualization and analysis capabilities. The objective for TrikeND-iGlobe is the continued building of an open source 4D virtual globe application using NASA World Wind technology that integrates analysis of climate model outputs with remote sensing observations as well as demographic and environmental data sets. This will facilitate a better understanding of global and regional phenomenon, and the impact analysis of climate extreme events. The critical aim is real-time interactive interrogation. At the data centric level the primary aim is to enable the user to interact with the data in real-time for the purpose of analysis - locally or remotely. TrikeND-iGlobe provides the basis for the incorporation of modular tools that provide extended interactions with the data, including sub-setting, aggregation, re-shaping, time series analysis methods and animation to produce publication-quality imagery. TrikeND-iGlobe may be run locally or can be accessed via a web interface supported by high-performance visualization compute nodes placed close to the data. It supports visualizing heterogeneous data formats: traditional geospatial datasets along with scientific data sets with geographic coordinates (NetCDF, HDF, etc.). It also supports multiple data access mechanisms, including HTTP, FTP, WMS, WCS, and Thredds Data Server (for NetCDF data and for scientific data, TrikeND-iGlobe supports various visualization capabilities, including animations, vector field visualization, etc. TrikeND-iGlobe is a collaborative open-source project, contributors include NASA (ARC-PX), ORNL (Oakridge National Laboratories), Unidata, Kansas University, CSIRO CMAR Australia and Geoscience Australia.
Visualization Tools for Teaching Computer Security
ERIC Educational Resources Information Center
Yuan, Xiaohong; Vega, Percy; Qadah, Yaseen; Archer, Ricky; Yu, Huiming; Xu, Jinsheng
2010-01-01
Using animated visualization tools has been an important teaching approach in computer science education. We have developed three visualization and animation tools that demonstrate various information security concepts and actively engage learners. The information security concepts illustrated include: packet sniffer and related computer network…
Gold, Michael R; Kanal, Emanuel; Schwitter, Juerg; Sommer, Torsten; Yoon, Hyun; Ellingson, Michael; Landborg, Lynn; Bratten, Tara
2015-03-01
Many patients with an implantable cardioverter-defibrillator (ICD) have indications for magnetic resonance imaging (MRI). However, MRI is generally contraindicated in ICD patients because of potential risks from hazardous interactions between the MRI and ICD system. The purpose of this study was to use preclinical computer modeling, animal studies, and bench and scanner testing to demonstrate the safety of an ICD system developed for 1.5-T whole-body MRI. MRI hazards were assessed and mitigated using multiple approaches: design decisions to increase safety and reliability, modeling and simulation to quantify clinical MRI exposure levels, animal studies to quantify the physiologic effects of MRI exposure, and bench testing to evaluate safety margin. Modeling estimated the incidence of a chronic change in pacing capture threshold >0.5 V and 1.0 V to be less than 1 in 160,000 and less than 1 in 1,000,000 cases, respectively. Modeling also estimated the incidence of unintended cardiac stimulation to occur in less than 1 in 1,000,000 cases. Animal studies demonstrated no delay in ventricular fibrillation detection and no reduction in ventricular fibrillation amplitude at clinical MRI exposure levels, even with multiple exposures. Bench and scanner testing demonstrated performance and safety against all other MRI-induced hazards. A preclinical strategy that includes comprehensive computer modeling, animal studies, and bench and scanner testing predicts that an ICD system developed for the magnetic resonance environment is safe and poses very low risks when exposed to 1.5-T normal operating mode whole-body MRI. Copyright © 2015 Heart Rhythm Society. Published by Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Rastner, Philipp; Jörg, Philipp Claudio; Huss, Matthias; Zemp, Michael
2013-04-01
The melting of glaciers and ice caps has been recognized as one of the best natural indicators for global climate change. In Switzerland, the early onset of both glacier research and detailed mapping of the country resulted in a wealth of historical material documenting glacier changes over the past 160 years. Fife years ago, the Universities of Zurich and Fribourg, along with the Swiss energy utility Axpo, launched the Glacier Laserscanning Experiment Obervallis (GLAXPO). In this project three laserscanning flights were performed on Findelengletscher in order to create high resolution Digital Elevation Models (DEM). These DEM provide a precise mapping of the glacier surface topography and serve as reference surface for the co-registration of past DEMs computed from digitized historical maps. In addition to that distributed numerical glacier models were run with ensembles of climate change scenarios in order to calculate glacier changes over the 21st century. The present work makes use of this great data pool for a scientifically correct visualization of 3-dimensional changes of Findelengletscher from AD 1850 to 2100 for public communication. We therefore collected ten different historical maps with the earliest dating from 1862 (plane survey sheet of the Dufour map). The pre-processing included georeferencing and digitalization of contour lines for the creation of different historical DEMs. Afterwards all historical DEMs were co-registered to one of the latest high resolution laserscanning DEM (from 2005). In between years with available DEMs, surface changes were interpolated linearly to create a sequence for the computer animation. For future developments, modeled glacier elevation changes where added/subtracted from the latest DEM (from 2010). Finally, two animations, showing glacier changes from 1850-2010 and 2010-2100, were composed and rendered in the animation program Visual Nature Studio 3. In cooperation with professional booth and model builders, these animations were set up as a glacier exhibit including an interactive touchscreen, a large panoramic view of the Findelen Valley, and an additional interactive monitor providing related background information in French and German. Beginning of 2013, the glacier exhibit was launched as permanent part of the Axporama visitor center and ready for more than 10,000 public visitors a year.
Fleetwood, Gill; Chlebus, Magda; Coenen, Joachim; Dudoignon, Nicolas; Lecerf, Catherine; Maisonneuve, Catherine; Robinson, Sally
2015-01-01
Animal research together with other investigational methods (computer modeling, in vitro tests, etc) remains an indispensable part of the pharmaceutical research and development process. The European pharmaceutical industry recognizes the responsibilities inherent in animal research and is committed to applying and enhancing 3Rs principles. New nonsentient, ex vivo, and in vitro methods are developed every day and contribute to reducing and, in some instances, replacing in vivo studies. Their utility is however limited by the extent of our current knowledge and understanding of complex biological systems. Until validated alternative ways to model these complex interactions become available, animals remain indispensable in research and safety testing. In the interim, scientists continue to look for ways to reduce the number of animals needed to obtain valid results, refine experimental techniques to enhance animal welfare, and replace animals with other research methods whenever feasible. As research goals foster increasing cross-sector and international collaboration, momentum is growing to enhance and coordinate scientific innovation globally—beyond a single company, stakeholder group, sector, region, or country. The implementation of 3Rs strategies can be viewed as an integral part of this continuously evolving science, demonstrating the link between science and welfare, benefiting both the development of new medicines and animal welfare. This goal is one of the key objectives of the Research and Animal Welfare working group of the European Federation of Pharmaceutical Industries and Associations. PMID:25836966
Fleetwood, Gill; Chlebus, Magda; Coenen, Joachim; Dudoignon, Nicolas; Lecerf, Catherine; Maisonneuve, Catherine; Robinson, Sally
2015-03-01
Animal research together with other investigational methods (computer modeling, in vitro tests, etc) remains an indispensable part of the pharmaceutical research and development process. The European pharmaceutical industry recognizes the responsibilities inherent in animal research and is committed to applying and enhancing 3Rs principles. New nonsentient, ex vivo, and in vitro methods are developed every day and contribute to reducing and, in some instances, replacing in vivo studies. Their utility is however limited by the extent of our current knowledge and understanding of complex biological systems. Until validated alternative ways to model these complex interactions become available, animals remain indispensable in research and safety testing. In the interim, scientists continue to look for ways to reduce the number of animals needed to obtain valid results, refine experimental techniques to enhance animal welfare, and replace animals with other research methods whenever feasible. As research goals foster increasing cross-sector and international collaboration, momentum is growing to enhance and coordinate scientific innovation globally-beyond a single company, stakeholder group, sector, region, or country. The implementation of 3Rs strategies can be viewed as an integral part of this continuously evolving science, demonstrating the link between science and welfare, benefiting both the development of new medicines and animal welfare. This goal is one of the key objectives of the Research and Animal Welfare working group of the European Federation of Pharmaceutical Industries and Associations.
The Use of Audio and Animation in Computer Based Instruction.
ERIC Educational Resources Information Center
Koroghlanian, Carol; Klein, James D.
This study investigated the effects of audio, animation, and spatial ability in a computer-based instructional program for biology. The program presented instructional material via test or audio with lean text and included eight instructional sequences presented either via static illustrations or animations. High school students enrolled in a…
Study of Image Qualities From 6D Robot-Based CBCT Imaging System of Small Animal Irradiator.
Sharma, Sunil; Narayanasamy, Ganesh; Clarkson, Richard; Chao, Ming; Moros, Eduardo G; Zhang, Xin; Yan, Yulong; Boerma, Marjan; Paudel, Nava; Morrill, Steven; Corry, Peter; Griffin, Robert J
2017-01-01
To assess the quality of cone beam computed tomography images obtained by a robotic arm-based and image-guided small animal conformal radiation therapy device. The small animal conformal radiation therapy device is equipped with a 40 to 225 kV X-ray tube mounted on a custom made gantry, a 1024 × 1024 pixels flat panel detector (200 μm resolution), a programmable 6 degrees of freedom robot for cone beam computed tomography imaging and conformal delivery of radiation doses. A series of 2-dimensional radiographic projection images were recorded in cone beam mode by placing and rotating microcomputed tomography phantoms on the "palm' of the robotic arm. Reconstructed images were studied for image quality (spatial resolution, image uniformity, computed tomography number linearity, voxel noise, and artifacts). Geometric accuracy was measured to be 2% corresponding to 0.7 mm accuracy on a Shelley microcomputed tomography QA phantom. Qualitative resolution of reconstructed axial computed tomography slices using the resolution coils was within 200 μm. Quantitative spatial resolution was found to be 3.16 lp/mm. Uniformity of the system was measured within 34 Hounsfield unit on a QRM microcomputed tomography water phantom. Computed tomography numbers measured using the linearity plate were linear with material density ( R 2 > 0.995). Cone beam computed tomography images of the QRM multidisk phantom had minimal artifacts. Results showed that the small animal conformal radiation therapy device is capable of producing high-quality cone beam computed tomography images for precise and conformal small animal dose delivery. With its high-caliber imaging capabilities, the small animal conformal radiation therapy device is a powerful tool for small animal research.
A graphical simulation software for instruction in cardiovascular mechanics physiology.
Wildhaber, Reto A; Verrey, François; Wenger, Roland H
2011-01-25
Computer supported, interactive e-learning systems are widely used in the teaching of physiology. However, the currently available complimentary software tools in the field of the physiology of cardiovascular mechanics have not yet been adapted to the latest systems software. Therefore, a simple-to-use replacement for undergraduate and graduate students' education was needed, including an up-to-date graphical software that is validated and field-tested. Software compatible to Windows, based on modified versions of existing mathematical algorithms, has been newly developed. Testing was performed during a full term of physiological lecturing to medical and biology students. The newly developed CLabUZH software models a reduced human cardiovascular loop containing all basic compartments: an isolated heart including an artificial electrical stimulator, main vessels and the peripheral resistive components. Students can alter several physiological parameters interactively. The resulting output variables are printed in x-y diagrams and in addition shown in an animated, graphical model. CLabUZH offers insight into the relations of volume, pressure and time dependency in the circulation and their correlation to the electrocardiogram (ECG). Established mechanisms such as the Frank-Starling Law or the Windkessel Effect are considered in this model. The CLabUZH software is self-contained with no extra installation required and runs on most of today's personal computer systems. CLabUZH is a user-friendly interactive computer programme that has proved to be useful in teaching the basic physiological principles of heart mechanics.
Toward a systematic exploration of nano-bio interactions
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bai, Xue; Liu, Fang; Liu, Yin
Many studies of nanomaterials make non-systematic alterations of nanoparticle physicochemical properties. Given the immense size of the property space for nanomaterials, such approaches are not very useful in elucidating fundamental relationships between inherent physicochemical properties of these materials and their interactions with, and effects on, biological systems. Data driven artificial intelligence methods such as machine learning algorithms have proven highly effective in generating models with good predictivity and some degree of interpretability. They can provide a viable method of reducing or eliminating animal testing. However, careful experimental design with the modelling of the results in mind is a proven andmore » efficient way of exploring large materials spaces. This approach, coupled with high speed automated experimental synthesis and characterization technologies now appearing, is the fastest route to developing models that regulatory bodies may find useful. We advocate greatly increased focus on systematic modification of physicochemical properties of nanoparticles combined with comprehensive biological evaluation and computational analysis. This is essential to obtain better mechanistic understanding of nano-bio interactions, and to derive quantitatively predictive and robust models for the properties of nanomaterials that have useful domains of applicability. - Highlights: • Nanomaterials studies make non-systematic alterations to nanoparticle properties. • Vast nanomaterials property spaces require systematic studies of nano-bio interactions. • Experimental design and modelling are efficient ways of exploring materials spaces. • We advocate systematic modification and computational analysis to probe nano-bio interactions.« less
Wilson, James C; Kesler, Mitch; Pelegrin, Sara-Lynn E; Kalvi, LeAnna; Gruber, Aaron; Steenland, Hendrik W
2015-09-30
The physical distance between predator and prey is a primary determinant of behavior, yet few paradigms exist to study this reliably in rodents. The utility of a robotically controlled laser for use in a predator-prey-like (PPL) paradigm was explored for use in rats. This involved the construction of a robotic two-dimensional gimbal to dynamically position a laser beam in a behavioral test chamber. Custom software was used to control the trajectory and final laser position in response to user input on a console. The software also detected the location of the laser beam and the rodent continuously so that the dynamics of the distance between them could be analyzed. When the animal or laser beam came within a fixed distance the animal would either be rewarded with electrical brain stimulation or shocked subcutaneously. Animals that received rewarding electrical brain stimulation could learn to chase the laser beam, while animals that received aversive subcutaneous shock learned to actively avoid the laser beam in the PPL paradigm. Mathematical computations are presented which describe the dynamic interaction of the laser and rodent. The robotic laser offers a neutral stimulus to train rodents in an open field and is the first device to be versatile enough to assess distance between predator and prey in real time. With ongoing behavioral testing this tool will permit the neurobiological investigation of predator/prey-like relationships in rodents, and may have future implications for prosthetic limb development through brain-machine interfaces. Copyright © 2015 Elsevier B.V. All rights reserved.
Virtual reality and 3D animation in forensic visualization.
Ma, Minhua; Zheng, Huiru; Lallie, Harjinder
2010-09-01
Computer-generated three-dimensional (3D) animation is an ideal media to accurately visualize crime or accident scenes to the viewers and in the courtrooms. Based upon factual data, forensic animations can reproduce the scene and demonstrate the activity at various points in time. The use of computer animation techniques to reconstruct crime scenes is beginning to replace the traditional illustrations, photographs, and verbal descriptions, and is becoming popular in today's forensics. This article integrates work in the areas of 3D graphics, computer vision, motion tracking, natural language processing, and forensic computing, to investigate the state-of-the-art in forensic visualization. It identifies and reviews areas where new applications of 3D digital technologies and artificial intelligence could be used to enhance particular phases of forensic visualization to create 3D models and animations automatically and quickly. Having discussed the relationships between major crime types and level-of-detail in corresponding forensic animations, we recognized that high level-of-detail animation involving human characters, which is appropriate for many major crime types but has had limited use in courtrooms, could be useful for crime investigation. © 2010 American Academy of Forensic Sciences.
A Microbial Perspective on the Grand Challenges in Comparative Animal Physiology
2018-01-01
ABSTRACT Interactions with microbial communities can have profound influences on animal physiology, thereby impacting animal performance and fitness. Therefore, it is important to understand the diversity and nature of host-microbe interactions in various animal groups (invertebrates, fish, amphibians, reptiles, birds, and mammals). In this perspective, I discuss how the field of host-microbe interactions can be used to address topics that have been identified as grand challenges in comparative animal physiology: (i) horizontal integration of physiological processes across organisms, (ii) vertical integration of physiological processes across organizational levels within organisms, and (iii) temporal integration of physiological processes during evolutionary change. Addressing these challenges will require the use of a variety of animal models and the development of systems approaches that can integrate large, multiomic data sets from both microbial communities and animal hosts. Integrating host-microbe interactions into the established field of comparative physiology represents an exciting frontier for both fields. PMID:29556549
Experimental design, power and sample size for animal reproduction experiments.
Chapman, Phillip L; Seidel, George E
2008-01-01
The present paper concerns statistical issues in the design of animal reproduction experiments, with emphasis on the problems of sample size determination and power calculations. We include examples and non-technical discussions aimed at helping researchers avoid serious errors that may invalidate or seriously impair the validity of conclusions from experiments. Screen shots from interactive power calculation programs and basic SAS power calculation programs are presented to aid in understanding statistical power and computing power in some common experimental situations. Practical issues that are common to most statistical design problems are briefly discussed. These include one-sided hypothesis tests, power level criteria, equality of within-group variances, transformations of response variables to achieve variance equality, optimal specification of treatment group sizes, 'post hoc' power analysis and arguments for the increased use of confidence intervals in place of hypothesis tests.
NASA Astrophysics Data System (ADS)
Steiner, S. M.; Wood, J. H.
2015-12-01
As decomposition rates are affected by climate change, understanding crucial soil interactions that affect plant growth and decomposition becomes a vital part of contributing to the students' knowledge base. The Global Decomposition Project (GDP) is designed to introduce and educate students about soil organic matter and decomposition through a standardized protocol for collecting, reporting, and sharing data. The Interactive Model of Leaf Decomposition (IMOLD) utilizes animations and modeling to learn about the carbon cycle, leaf anatomy, and the role of microbes in decomposition. Paired together, IMOLD teaches the background information and allows simulation of numerous scenarios, and the GDP is a data collection protocol that allows students to gather usable measurements of decomposition in the field. Our presentation will detail how the GDP protocol works, how to obtain or make the materials needed, and how results will be shared. We will also highlight learning objectives from the three animations of IMOLD, and demonstrate how students can experiment with different climates and litter types using the interactive model to explore a variety of decomposition scenarios. The GDP demonstrates how scientific methods can be extended to educate broader audiences, and data collected by students can provide new insight into global patterns of soil decomposition. Using IMOLD, students will gain a better understanding of carbon cycling in the context of litter decomposition, as well as learn to pose questions they can answer with an authentic computer model. Using the GDP protocols and IMOLD provide a pathway for scientists and educators to interact and reach meaningful education and research goals.
An Approach to Effortless Construction of Program Animations
ERIC Educational Resources Information Center
Velazquez-Iturbide, J. Angel; Pareja-Flores, Cristobal; Urquiza-Fuentes, Jaime
2008-01-01
Program animation systems have not been as widely adopted by computer science educators as we might expect from the firm belief that they can help in enhancing computer science education. One of the most notable obstacles to their adoption is the considerable effort that the production of program animations represents for the instructor. We…
Cardiovascular Physiology Teaching: Computer Simulations vs. Animal Demonstrations.
ERIC Educational Resources Information Center
Samsel, Richard W.; And Others
1994-01-01
At the introductory level, the computer provides an effective alternative to using animals for laboratory teaching. Computer software can simulate the operation of multiple organ systems. Advantages of software include alteration of variables that are not easily changed in vivo, repeated interventions, and cost-effective hands-on student access.…
Knowledge Acquisition with Static and Animated Pictures in Computer-Based Learning.
ERIC Educational Resources Information Center
Schnotz, Wolfgang; Grzondziel, Harriet
In educational settings, computers provide specific possibilities of visualizing information for instructional purposes. Besides the use of static pictures, computers can present animated pictures which allow exploratory manipulation by the learner and display the dynamic behavior of a system. This paper develops a theoretical framework for…
ERIC Educational Resources Information Center
Openshaw, Peter
1988-01-01
Presented are five ideas for A-level biology experiments using a laboratory computer interface. Topics investigated include photosynthesis, yeast growth, animal movements, pulse rates, and oxygen consumption and production by organisms. Includes instructions specific to the BBC computer system. (CW)
Video-signal synchronizes registration of visual evoked responses.
Vít, F; Kuba, M; Kremlácek, J; Kubová, Z; Horevaj, M
1996-01-01
Autodesk Animator software offers the suitable technique for visual stimulation in the registration of visual evoked responses (VERs). However, it is not possible to generate pulses that are synchronous with the animated sequences on any output port of the computer. These pulses are necessary for the synchronization of the computer that makes the registration of the VERs. The principle of the circuit is presented that is able to provide the synchronization of the analyzer with the stimulation computer using Autodesk Animator software.
Direct Visuo-Haptic 4D Volume Rendering Using Respiratory Motion Models.
Fortmeier, Dirk; Wilms, Matthias; Mastmeyer, Andre; Handels, Heinz
2015-01-01
This article presents methods for direct visuo-haptic 4D volume rendering of virtual patient models under respiratory motion. Breathing models are computed based on patient-specific 4D CT image data sequences. Virtual patient models are visualized in real-time by ray casting based rendering of a reference CT image warped by a time-variant displacement field, which is computed using the motion models at run-time. Furthermore, haptic interaction with the animated virtual patient models is provided by using the displacements computed at high rendering rates to translate the position of the haptic device into the space of the reference CT image. This concept is applied to virtual palpation and the haptic simulation of insertion of a virtual bendable needle. To this aim, different motion models that are applicable in real-time are presented and the methods are integrated into a needle puncture training simulation framework, which can be used for simulated biopsy or vessel puncture in the liver. To confirm real-time applicability, a performance analysis of the resulting framework is given. It is shown that the presented methods achieve mean update rates around 2,000 Hz for haptic simulation and interactive frame rates for volume rendering and thus are well suited for visuo-haptic rendering of virtual patients under respiratory motion.
Schweller, Kenneth; Milne, Scott
2017-01-01
Abstract Virtual simulated environments provide multiple ways of testing cognitive function and evaluating problem solving with humans (e.g., Woollett et al. 2009). The use of such interactive technology has increasingly become an essential part of modern life (e.g., autonomously driving vehicles, global positioning systems (GPS), and touchscreen computers; Chinn and Fairlie 2007; Brown 2011). While many nonhuman animals have their own forms of "technology", such as chimpanzees who create and use tools, in captive animal environments the opportunity to actively participate with interactive technology is not often made available. Exceptions can be found in some state-of-the-art zoos and laboratory facilities (e.g., Mallavarapu and Kuhar 2005). When interactive technology is available, captive animals often selectively choose to engage with it. This enhances the animal’s sense of control over their immediate surroundings (e.g., Clay et al. 2011; Ackerman 2012). Such self-efficacy may help to fulfill basic requirements in a species’ daily activities using problem solving that can involve foraging and other goal-oriented behaviors. It also assists in fulfilling the strong underlying motivation for contrafreeloading and exploration expressed behaviorally by many species in captivity (Young 1999). Moreover, being able to present nonhuman primates virtual reality environments under experimental conditions provides the opportunity to gain insight into their navigational abilities and spatial cognition. It allows for insight into the generation and application of internal mental representations of landmarks and environments under multiple conditions (e.g., small- and large-scale space) and subsequent spatial behavior. This paper reviews methods using virtual reality developed to investigate the spatial cognitive abilities of nonhuman primates, and great apes in particular, in comparison with that of humans of multiple age groups. We make recommendations about training, best practices, and also pitfalls to avoid. PMID:29491967
Facilitation as Attenuating of Environmental Stress among Structured Microbial Populations.
Martins, Suzana Cláudia Silveira; Santaella, Sandra Tédde; Martins, Claudia Miranda; Martins, Rogério Parentoni
2016-01-01
There is currently an intense debate in microbial societies on whether evolution in complex communities is driven by competition or cooperation. Since Darwin, competition for scarce food resources has been considered the main ecological interaction shaping population dynamics and community structure both in vivo and in vitro. However, facilitation may be widespread across several animal and plant species. This could also be true in microbial strains growing under environmental stress. Pure and mixed strains of Serratia marcescens and Candida rugosa were grown in mineral culture media containing phenol. Growth rates were estimated as the angular coefficients computed from linearized growth curves. Fitness index was estimated as the quotient between growth rates computed for lineages grown in isolation and in mixed cultures. The growth rates were significantly higher in associated cultures than in pure cultures and fitness index was greater than 1 for both microbial species showing that the interaction between Serratia marcescens and Candida rugosa yielded more efficient phenol utilization by both lineages. This result corroborates the hypothesis that facilitation between microbial strains can increase their fitness and performance in environmental bioremediation.
Pulay, Márk Ágoston
2015-01-01
Letting children with severe physical disabilities (like Tetraparesis spastica) to get relevant motional experiences of appropriate quality and quantity is now the greatest challenge for us in the field of neurorehabilitation. These motional experiences may establish many cognitive processes, but may also cause additional secondary cognitive dysfunctions such as disorders in body image, figure invariance, visual perception, auditory differentiation, concentration, analytic and synthetic ways of thinking, visual memory etc. Virtual Reality is a technology that provides a sense of presence in a real environment with the help of 3D pictures and animations formed in a computer environment and enable the person to interact with the objects in that environment. One of our biggest challenges is to find a well suited input device (hardware) to let the children with severe physical disabilities to interact with the computer. Based on our own experiences and a thorough literature review we have come to the conclusion that an effective combination of eye-tracking and EMG devices should work well.
Facilitation as Attenuating of Environmental Stress among Structured Microbial Populations
Santaella, Sandra Tédde; Martins, Claudia Miranda; Martins, Rogério Parentoni
2016-01-01
There is currently an intense debate in microbial societies on whether evolution in complex communities is driven by competition or cooperation. Since Darwin, competition for scarce food resources has been considered the main ecological interaction shaping population dynamics and community structure both in vivo and in vitro. However, facilitation may be widespread across several animal and plant species. This could also be true in microbial strains growing under environmental stress. Pure and mixed strains of Serratia marcescens and Candida rugosa were grown in mineral culture media containing phenol. Growth rates were estimated as the angular coefficients computed from linearized growth curves. Fitness index was estimated as the quotient between growth rates computed for lineages grown in isolation and in mixed cultures. The growth rates were significantly higher in associated cultures than in pure cultures and fitness index was greater than 1 for both microbial species showing that the interaction between Serratia marcescens and Candida rugosa yielded more efficient phenol utilization by both lineages. This result corroborates the hypothesis that facilitation between microbial strains can increase their fitness and performance in environmental bioremediation. PMID:26904719
ceRNAs in plants: computational approaches and associated challenges for target mimic research.
Paschoal, Alexandre Rossi; Lozada-Chávez, Irma; Domingues, Douglas Silva; Stadler, Peter F
2017-05-30
The competing endogenous RNA hypothesis has gained increasing attention as a potential global regulatory mechanism of microRNAs (miRNAs), and as a powerful tool to predict the function of many noncoding RNAs, including miRNAs themselves. Most studies have been focused on animals, although target mimic (TMs) discovery as well as important computational and experimental advances has been developed in plants over the past decade. Thus, our contribution summarizes recent progresses in computational approaches for research of miRNA:TM interactions. We divided this article in three main contributions. First, a general overview of research on TMs in plants is presented with practical descriptions of the available literature, tools, data, databases and computational reports. Second, we describe a common protocol for the computational and experimental analyses of TM. Third, we provide a bioinformatics approach for the prediction of TM motifs potentially cross-targeting both members within the same or from different miRNA families, based on the identification of consensus miRNA-binding sites from known TMs across sequenced genomes, transcriptomes and known miRNAs. This computational approach is promising because, in contrast to animals, miRNA families in plants are large with identical or similar members, several of which are also highly conserved. From the three consensus TM motifs found with our approach: MIM166, MIM171 and MIM159/319, the last one has found strong support on the recent experimental work by Reichel and Millar [Specificity of plant microRNA TMs: cross-targeting of mir159 and mir319. J Plant Physiol 2015;180:45-8]. Finally, we stress the discussion on the major computational and associated experimental challenges that have to be faced in future ceRNA studies. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
Theories and Possible Processes of Action in Animal Assisted Interventions
ERIC Educational Resources Information Center
Beetz, Andrea M.
2017-01-01
Different positive effects of interactions with animals, such as reduction of stress reactions, depressive mood, anxiety, aggression, and pain, and promotion of trust, calmness, motivation, and concentration have been documented by research on human-animal interaction (HAI), including animal assisted interventions (AAIs). Potential biological,…
Crestani, Ariela M; Cipriano, Ana C; Nunes-de-Souza, Ricardo L
2018-04-16
Aggressive interactions between conspecific animals have been used as a social stressor with ethological characteristics to study how social interactions can modulate animal's behavior. Here, a new protocol based on aggressive and non-aggressive interactions was developed to study how different social interactions can alter the behavioral profile of animals re-exposed to the context in which the interaction occurred. We used factor analysis to trace the behavioral profile of socially defeated and non-defeated mice when they were re-exposed to the apparatus [three interconnected chambers: home chamber, tunnel and surface area]; we also compared the behavior presented before (habituation) and 24 h after (re-exposure) the non-aggressive or aggressive interactions. A final factor analysis from defeated animals yielded 4 factors that represented 72.09% of total variance; whereas non-defeated animal's analysis was loaded with 5 factors that represented 85.46% of total variance. A 5-min non-aggressive interaction reduced the frequency of stretched attend behavior in the tunnel, whereas a single social defeat reduced time in the tunnel and increased time spent performing self-grooming in the home chamber without conditioning any other spatio-temporal and complementary measures. Together, these results suggest that different social interactions may modulate distinct behavioral profiles in animals when re-exposed to the context. Copyright © 2018 Elsevier B.V. All rights reserved.
Use of Animation in Teaching Cell Biology
2004-01-01
To address the different learning styles of students, and because students can access animation from off-campus computers, the use of digital animation in teaching cell biology has become increasingly popular. Sample processes from cell biology that are more clearly presented in animation than in static illustrations are identified. The value of animation is evaluated on whether the process being taught involves motion, cellular location, or sequential order of numerous events. Computer programs for developing animation and animations associated with cell biology textbooks are reviewed, and links to specific examples of animation are given. Finally, future teaching tools for all fields of biology will increasingly benefit from an expansion of animation to the use of simulation. One purpose of this review is to encourage the widespread use of animations in biology teaching by discussing the nature of digital animation. PMID:15526065
Zhang, Jun; Hsieh, Jui-Hua; Zhu, Hao
2014-01-01
In vitro bioassays have been developed and are currently being evaluated as potential alternatives to traditional animal toxicity models. Already, the progress of high throughput screening techniques has resulted in an enormous amount of publicly available bioassay data having been generated for a large collection of compounds. When a compound is tested using a collection of various bioassays, all the testing results can be considered as providing a unique bio-profile for this compound, which records the responses induced when the compound interacts with different cellular systems or biological targets. Profiling compounds of environmental or pharmaceutical interest using useful toxicity bioassay data is a promising method to study complex animal toxicity. In this study, we developed an automatic virtual profiling tool to evaluate potential animal toxicants. First, we automatically acquired all PubChem bioassay data for a set of 4,841 compounds with publicly available rat acute toxicity results. Next, we developed a scoring system to evaluate the relevance between these extracted bioassays and animal acute toxicity. Finally, the top ranked bioassays were selected to profile the compounds of interest. The resulting response profiles proved to be useful to prioritize untested compounds for their animal toxicity potentials and form a potential in vitro toxicity testing panel. The protocol developed in this study could be combined with structure-activity approaches and used to explore additional publicly available bioassay datasets for modeling a broader range of animal toxicities. PMID:24950175
Zhang, Jun; Hsieh, Jui-Hua; Zhu, Hao
2014-01-01
In vitro bioassays have been developed and are currently being evaluated as potential alternatives to traditional animal toxicity models. Already, the progress of high throughput screening techniques has resulted in an enormous amount of publicly available bioassay data having been generated for a large collection of compounds. When a compound is tested using a collection of various bioassays, all the testing results can be considered as providing a unique bio-profile for this compound, which records the responses induced when the compound interacts with different cellular systems or biological targets. Profiling compounds of environmental or pharmaceutical interest using useful toxicity bioassay data is a promising method to study complex animal toxicity. In this study, we developed an automatic virtual profiling tool to evaluate potential animal toxicants. First, we automatically acquired all PubChem bioassay data for a set of 4,841 compounds with publicly available rat acute toxicity results. Next, we developed a scoring system to evaluate the relevance between these extracted bioassays and animal acute toxicity. Finally, the top ranked bioassays were selected to profile the compounds of interest. The resulting response profiles proved to be useful to prioritize untested compounds for their animal toxicity potentials and form a potential in vitro toxicity testing panel. The protocol developed in this study could be combined with structure-activity approaches and used to explore additional publicly available bioassay datasets for modeling a broader range of animal toxicities.
DOE Office of Scientific and Technical Information (OSTI.GOV)
McDermott, Jason E.; Braun, Pascal; Bonneau, Richard A.
Pathogenic infections are a major cause of both human disease and loss of crop yields and animal stocks and thus cause immense damage to the worldwide economy. The significance of infectious diseases is expected to increase in an ever more connected warming world, in which new viral, bacterial and fungal pathogens can find novel hosts and ecologic niches. At the same time, the complex and sophisticated mechanisms by which diverse pathogenic agents evade defense mechanisms and subvert their hosts networks to suit their lifestyle needs is still very incompletely understood especially from a systems perspective [1]. Thus, understanding host-pathogen interactionsmore » is both an important and a scientifically fascinating topic. Recently, technology has offered the opportunity to investigate host-pathogen interactions on a level of detail and scope that offers immense computational and analytical possibilities. Genome sequencing was pioneered on some of these pathogens, and the number of strains and variants of pathogens sequenced to date vastly outnumbers the number of host genomes available. At the same time, for both plant and human hosts more and more data on population level genomic variation becomes available and offers a rich field for analysis into the genetic interactions between host and pathogen.« less
Time-Domain Modeling of RF Antennas and Plasma-Surface Interactions
NASA Astrophysics Data System (ADS)
Jenkins, Thomas G.; Smithe, David N.
2017-10-01
Recent advances in finite-difference time-domain (FDTD) modeling techniques allow plasma-surface interactions such as sheath formation and sputtering to be modeled concurrently with the physics of antenna near- and far-field behavior and ICRF power flow. Although typical sheath length scales (micrometers) are much smaller than the wavelengths of fast (tens of cm) and slow (millimeter) waves excited by the antenna, sheath behavior near plasma-facing antenna components can be represented by a sub-grid kinetic sheath boundary condition, from which RF-rectified sheath potential variation over the surface is computed as a function of current flow and local plasma parameters near the wall. These local time-varying sheath potentials can then be used, in tandem with particle-in-cell (PIC) models of the edge plasma, to study sputtering effects. Particle strike energies at the wall can be computed more accurately, consistent with their passage through the known potential of the sheath, such that correspondingly increased accuracy of sputtering yields and heat/particle fluxes to antenna surfaces is obtained. The new simulation capabilities enable time-domain modeling of plasma-surface interactions and ICRF physics in realistic experimental configurations at unprecedented spatial resolution. We will present results/animations from high-performance (10k-100k core) FDTD/PIC simulations of Alcator C-Mod antenna operation.
Mullins, Caitlyn R; Pairis-Garcia, Monique D; Campler, Magnus R; Anthony, Raymond; Johnson, Anna K; Coleman, Grahame J; Rault, Jean-Loup
2018-02-05
With extensive knowledge and training in the prevention, management, and treatment of disease conditions in animals, veterinarians play a critical role in ensuring good welfare on swine farms by training caretakers on the importance of timely euthanasia. To assist veterinarians and other industry professionals in training new and seasoned caretakers, an interactive computer-based training program was created. It consists of three modules, each containing five case studies, which cover three distinct production stages (breeding stock, piglets, and wean to grower-finisher pigs). Case study development was derived from five specific euthanasia criteria defined in the 2015 Common Swine Industry Audit, a nationally recognized auditing program used in the US. Case studies provide information regarding treatment history, clinical signs, and condition severity of the pig and prompt learners to make management decisions regarding pig treatment and care. Once a decision is made, feedback is provided so learners understand the appropriateness of their decision compared to current industry guidelines. In addition to training farm personnel, this program may also be a valuable resource if incorporated into veterinary, graduate, and continuing education curricula. This innovative tool represents the first interactive euthanasia-specific training program in the US swine industry and offers the potential to improve timely and humane on-farm pig euthanasia.
ERIC Educational Resources Information Center
Kaplan, Danielle E.; Wu, Erin Chia-ling
2006-01-01
Our research suggests static and animated graphics can lead to more animated thinking and more correct problem solving in computer-based probability learning. Pilot software modules were developed for graduate online statistics courses and representation research. A study with novice graduate student statisticians compared problem solving in five…
Interactive lung segmentation in abnormal human and animal chest CT scans
DOE Office of Scientific and Technical Information (OSTI.GOV)
Kockelkorn, Thessa T. J. P., E-mail: thessa@isi.uu.nl; Viergever, Max A.; Schaefer-Prokop, Cornelia M.
2014-08-15
Purpose: Many medical image analysis systems require segmentation of the structures of interest as a first step. For scans with gross pathology, automatic segmentation methods may fail. The authors’ aim is to develop a versatile, fast, and reliable interactive system to segment anatomical structures. In this study, this system was used for segmenting lungs in challenging thoracic computed tomography (CT) scans. Methods: In volumetric thoracic CT scans, the chest is segmented and divided into 3D volumes of interest (VOIs), containing voxels with similar densities. These VOIs are automatically labeled as either lung tissue or nonlung tissue. The automatic labeling resultsmore » can be corrected using an interactive or a supervised interactive approach. When using the supervised interactive system, the user is shown the classification results per slice, whereupon he/she can adjust incorrect labels. The system is retrained continuously, taking the corrections and approvals of the user into account. In this way, the system learns to make a better distinction between lung tissue and nonlung tissue. When using the interactive framework without supervised learning, the user corrects all incorrectly labeled VOIs manually. Both interactive segmentation tools were tested on 32 volumetric CT scans of pigs, mice and humans, containing pulmonary abnormalities. Results: On average, supervised interactive lung segmentation took under 9 min of user interaction. Algorithm computing time was 2 min on average, but can easily be reduced. On average, 2.0% of all VOIs in a scan had to be relabeled. Lung segmentation using the interactive segmentation method took on average 13 min and involved relabeling 3.0% of all VOIs on average. The resulting segmentations correspond well to manual delineations of eight axial slices per scan, with an average Dice similarity coefficient of 0.933. Conclusions: The authors have developed two fast and reliable methods for interactive lung segmentation in challenging chest CT images. Both systems do not require prior knowledge of the scans under consideration and work on a variety of scans.« less
Take-home video for adult literacy
NASA Astrophysics Data System (ADS)
Yule, Valerie
1996-01-01
In the past, it has not been possible to "teach oneself to read" at home, because learners could not read the books to teach them. Videos and interactive compact discs have changed that situation and challenge current assumptions of the pedagogy of literacy. This article describes an experimental adult literacy project using video technology. The language used is English, but the basic concepts apply to any alphabetic or syllabic writing system. A half-hour cartoon video can help adults and adolescents with learning difficulties. Computer-animated cartoon graphics are attractive to look at, and simplify complex material in a clear, lively way. This video technique is also proving useful for distance learners, children, and learners of English as a second language. Methods and principles are to be extended using interactive compact discs.
Animated molecular dynamics simulations of hydrated caesium-smectite interlayers
Sutton, Rebecca; Sposito, Garrison
2002-01-01
Computer animation of center of mass coordinates obtained from 800 ps molecular dynamics simulations of Cs-smectite hydrates (1/3 and 2/3 water monolayers) provided information concerning the structure and dynamics of the interlayer region that could not be obtained through traditional simulation analysis methods. Cs+ formed inner sphere complexes with the mineral surface, and could be seen to jump from one attracting location near a layer charge site to the next, while water molecules were observed to migrate from the hydration shell of one ion to that of another. Neighboring ions maintained a partial hydration shell by sharing water molecules, such that a single water molecule hydrated two ions simultaneously for hundreds of picoseconds. Cs-montmorillonite hydrates featured the largest extent of this sharing interaction, because interlayer ions were able to inhabit positions near surface cavities as well as at their edges, close to oxygen triads. The greater positional freedom of Cs+ within the montmorillonite interlayer, a result of structural hydroxyl orientation and low tetrahedral charge, promoted the optimization of distances between cations and water molecules required for water sharing. Preference of Cs+ for locations near oxygen triads was observed within interlayer beidellite and hectorite. Water molecules also could be seen to interact directly with the mineral surface, entering its surface cavities to approach attracting charge sites and structural hydroxyls. With increasing water content, water molecules exhibited increased frequency and duration of both cavity habitation and water sharing interactions. Competition between Cs+ and water molecules for surface sites was evident. These important cooperative and competitive features of interlayer molecular behavior were uniquely revealed by animation of an otherwise highly complex simulation output.
2-D Animation's Not Just for Mickey Mouse.
ERIC Educational Resources Information Center
Weinman, Lynda
1995-01-01
Discusses characteristics of two-dimensional (2-D) animation; highlights include character animation, painting issues, and motion graphics. Sidebars present Silicon Graphics animations tools and 2-D animation programs for the desktop computer. (DGM)
Teaching 3D computer animation to illustrators: the instructor as translator and technical director.
Koning, Wobbe F
2012-01-01
An art instructor discusses the difficulties he's encountered teaching computer graphics skills to undergraduate art students. To help the students, he introduced an automated-rigging script for character animation.
Tytell, Eric D; Hsu, Chia-Yu; Williams, Thelma L; Cohen, Avis H; Fauci, Lisa J
2010-11-16
Animal movements result from a complex balance of many different forces. Muscles produce force to move the body; the body has inertial, elastic, and damping properties that may aid or oppose the muscle force; and the environment produces reaction forces back on the body. The actual motion is an emergent property of these interactions. To examine the roles of body stiffness, muscle activation, and fluid environment for swimming animals, a computational model of a lamprey was developed. The model uses an immersed boundary framework that fully couples the Navier-Stokes equations of fluid dynamics with an actuated, elastic body model. This is the first model at a Reynolds number appropriate for a swimming fish that captures the complete fluid-structure interaction, in which the body deforms according to both internal muscular forces and external fluid forces. Results indicate that identical muscle activation patterns can produce different kinematics depending on body stiffness, and the optimal value of stiffness for maximum acceleration is different from that for maximum steady swimming speed. Additionally, negative muscle work, observed in many fishes, emerges at higher tail beat frequencies without sensory input and may contribute to energy efficiency. Swimming fishes that can tune their body stiffness by appropriately timed muscle contractions may therefore be able to optimize the passive dynamics of their bodies to maximize peak acceleration or swimming speed.
Emergence of a coherent and cohesive swarm based on mutual anticipation
Murakami, Hisashi; Niizato, Takayuki; Gunji, Yukio-Pegio
2017-01-01
Collective behavior emerging out of self-organization is one of the most striking properties of an animal group. Typically, it is hypothesized that each individual in an animal group tends to align its direction of motion with those of its neighbors. Most previous models for collective behavior assume an explicit alignment rule, by which an agent matches its velocity with that of neighbors in a certain neighborhood, to reproduce a collective order pattern by simple interactions. Recent empirical studies, however, suggest that there is no evidence for explicit matching of velocity, and that collective polarization arises from interactions other than those that follow the explicit alignment rule. We here propose a new lattice-based computational model that does not incorporate the explicit alignment rule but is based instead on mutual anticipation and asynchronous updating. Moreover, we show that this model can realize densely collective motion with high polarity. Furthermore, we focus on the behavior of a pair of individuals, and find that the turning response is drastically changed depending on the distance between two individuals rather than the relative heading, and is consistent with the empirical observations. Therefore, the present results suggest that our approach provides an alternative model for collective behavior. PMID:28406173
Automated multi-day tracking of marked mice for the analysis of social behaviour.
Ohayon, Shay; Avni, Ofer; Taylor, Adam L; Perona, Pietro; Roian Egnor, S E
2013-09-30
A quantitative description of animal social behaviour is informative for behavioural biologists and clinicians developing drugs to treat social disorders. Social interaction in a group of animals has been difficult to measure because behaviour develops over long periods of time and requires tedious manual scoring, which is subjective and often non-reproducible. Computer-vision systems with the ability to measure complex social behaviour automatically would have a transformative impact on biology. Here, we present a method for tracking group-housed mice individually as they freely interact over multiple days. Each mouse is bleach-marked with a unique fur pattern. The patterns are automatically learned by the tracking software and used to infer identities. Trajectories are analysed to measure behaviour as it develops over days, beyond the range of acute experiments. We demonstrate how our system may be used to study the development of place preferences, associations and social relationships by tracking four mice continuously for five days. Our system enables accurate and reproducible characterisation of wild-type mouse social behaviour and paves the way for high-throughput long-term observation of the effects of genetic, pharmacological and environmental manipulations. Published by Elsevier B.V.
Pigeons' Discrimination of Michotte's Launching Effect
Young, Michael E; Beckmann, Joshua S; Wasserman, Edward A
2006-01-01
We trained four pigeons to discriminate a Michotte launching animation from three other animations using a go/no-go task. The pigeons received food for pecking at one of the animations, but not for pecking at the others. The four animations featured two types of interactions among objects: causal (direct launching) and noncausal (delayed, distal, and distal & delayed). Two pigeons were reinforced for pecking at the causal interaction, but not at the noncausal interactions; two other pigeons were reinforced for pecking at the distal & delayed interaction, but not at the other interactions. Both discriminations proved difficult for the pigeons to master; later tests suggested that the pigeons often learned the discriminations by attending to subtle stimulus properties other than the intended ones. PMID:17002229
Mouse Social Interaction Test (MoST): a quantitative computer automated analysis of behavior.
Thanos, Panayotis K; Restif, Christophe; O'Rourke, Joseph R; Lam, Chiu Yin; Metaxas, Dimitris
2017-01-01
Rodents are the most commonly used preclinical model of human disease assessing the mechanism(s) involved as well as the role of genetics, epigenetics, and pharmacotherapy on this disease as well as identifying vulnerability factors and risk assessment for disease critical in the development of improved treatment strategies. Unfortunately, the majority of rodent preclinical studies utilize single housed approaches where animals are either entirely housed and tested in solitary environments or group housed but tested in solitary environments. This approach, however, ignores the important contribution of social interaction and social behavior. Social interaction in rodents is found to be a major criterion for the ethological validity of rodent species-specific behavioral characteristics (Zurn et al. 2007; Analysis 2011). It is also well established that there is significant and growing number of reports, which illustrates the important role of social environment and social interaction in all diseases, with particularly significance in all neuropsychiatric diseases. Thus, it is imperative that research studies be able to add large-scale evaluations of social interaction and behavior in mice and benefit from automated tracking of behaviors and measurements by removing user bias and by quantifying aspects of behaviors that cannot be assessed by a human observer. Single mouse setups have been used routinely, but cannot be easily extended to multiple-animal studies where social behavior is key, e.g., autism, depression, anxiety, substance and non-substance addictive disorders, aggression, sexual behavior, or parenting. While recent efforts are focusing on multiple-animal tracking alone, a significant limitation remains the lack of insightful measures of social interactions. We present a novel, non-invasive single camera-based automated tracking method described as Mouse Social Test (MoST) and set of measures designed for estimating the interactions of multiple mice at the same time in the same environment interacting freely. Our results show measurement of social interactions and designed to be adaptable and applicable to most existing home cage systems used in research, and provide a greater level of detailed analysis of social behavior than previously possible. The present study describes social behaviors assessed in a home cage environment setup containing six mice that interact freely over long periods of time, and we illustrate how these measures can be interpreted and combined to classify rodent social behaviors. In addition, we illustrate how these measures can be interpreted and combined to classify and analyze comprehensively rodent behaviors involved in several neuropsychiatric diseases as well as provide opportunity for the basic research of rodent behavior previously not possible.
Lua, Pei Lin; Neni, Widiasmoro Selamat; Lee, Jimmy Kok Foo; Abd Aziz, Zariah
2013-01-01
Being well-informed and knowledgeable about their illnesses would be a great advantage to children with epilepsy (CWE). Subsequently, an effective education programme which could secure interest and simultaneously improve their awareness, knowledge and attitudes (AKA) is essential in enhancing well-being and health outcomes. To describe the development of a new interactive animated epilepsy education programme (IAEEP) for children and to assess its feasibility, acceptability and practicality. The IAEEP was developed by an interdisciplinary group of neurologist, paediatrician, pharmacist, biomedical scientist and educators which was based on two established epilepsy education programmes: the educational programme for patients with epilepsy and their relatives (MOSES) and the modular educational program for children with epilepsy and their parents (FAMOSES). CWE from paediatric department of three general hospitals in Terengganu were initially introduced to the IAEEP and were requested to complete an evaluation form assessing its feasibility, acceptability and practicality. Descriptive statistics were employed for data analyses (SPSS 20.0). Sixteen CWE (median age=13.0; male=56.2%; Malay=81.2%; secondary school=56.2%) and their corresponding parents were recruited. Each CWE owned at least a computer/notebook/tablet (100%). The cost of distribution of IAEEP (in compact disc form) among CWE was estimated at about MYR 17.99/USD 5.90 per CWE. The average time required to interact with the programme was 22.8 minutes (SD=3.3, range 18-28 minutes). The programme was 100% acceptable and received full support from both CWE and their parents (100%). The favourable findings from this study add to the growing evidence suggesting that investment in interactive and animated education programme would be both feasible, well-received by patients and could be a potentially valuable approach to increase access and effectiveness of epilepsy care especially among CWE.
Sheikh, Ishfaq A; Tayubi, Iftikhar A; Ahmad, Ejaz; Ganaie, Majid A; Bajouh, Osama S; AlBasri, Samera F; Abdulkarim, Ibtihal M J; Beg, Mohd A
2017-01-01
Environmental contamination has been one of the major drawbacks of the industrial revolution. Several man-made chemicals are constantly released into the environment during the manufacturing process and by leaching from the industrial products. As a result, human and animal populations are exposed to these synthetic chemicals on a regular basis. Many of these chemicals have adverse effects on the physiological functions, particularly on the hormone systems in human and animals and are called endocrine disrupting chemicals (EDCs). Bisphenol A (BPA), 4-tert-octylphenol (OP), and 4-nonylphenol (NP) are three high volume production EDCs that are widely used for industrial purposes and are present ubiquitously in the environment. Bisphenol A is metabolized in the human body to a more potent compound (MBP: 4-Methyl-2, 4-bis (4-hydroxyphenyl) pent-1-ene). Epidemiological and experimental studies have shown the three EDCs to be associated with adverse effects on reproductive system in human and animals. Sex hormone-binding globulin (SHBG) is a circulatory protein that binds sex steroids and is a potential target for endocrine disruptors in the human body. The current study was done in order to understand the binding mechanism of OP, BPA, NP, and MBP with human SHBG using in silico approaches. All four compounds showed high binding affinity with SHBG, however, the binding affinity values were higher (more negative) for MBP and NP than for OP and BPA. The four ligands interacted with 19-23 residues of SHBG and a consistent overlapping of the interacting residues for the four ligands with the residues for the natural ligand, dihydrotestosterone (DHT; 82-91% commonality) was shown. The overlapping SHBG interacting residues among DHT and the four endocrine disruptors suggested that these compounds have potential for interference and disruption in the steroid binding function. Copyright © 2016 Elsevier Inc. All rights reserved.
Computer-task testing of rhesus monkeys (Macaca mulatta) in the social milieu.
Washburn, D A; Harper, S; Rumbaugh, D M
1994-07-01
Previous research has demonstrated that a behavior and performance testing paradigm, in which rhesus monkeys (Macaca mulatta) manipulate a joystick to respond to computer-generated stimuli, provides environmental enrichment and supports the psychological well-being of captive research animals. The present study was designed to determine whether computer-task activity would be affected by pair-housing animals that had previously been tested only in their single-animal home cages. No differences were observed in productivity or performance levels as a function of housing condition, even when the animals were required to "self-identify" prior to performing each trial. The data indicate that cognitive challenge and control are as preferred by the animals as social opportunities, and that, together with comfort/health considerations, each must be addressed for the assurance of psychological well-being.
ERIC Educational Resources Information Center
Harris, Daniel Wyatt
2012-01-01
Research examining animation use for student learning has been conducted in the last two decades across a multitude of instructional environments and content areas. The extensive construction and implementation of animations in learning resulted from the availability of powerful computing systems and the perceived advantages the novel medium…
ERIC Educational Resources Information Center
Kariuki, Patrick; Paulson, Ronda
The purpose of this study was to examine the effectiveness of computer-animated dissection techniques versus the effectiveness of traditional dissection techniques as related to student achievement. The sample used was 104 general biology students from a small, rural high school in Northeast Tennessee. Random selection was used to separate the…
Using Videos and 3D Animations for Conceptual Learning in Basic Computer Units
ERIC Educational Resources Information Center
Cakiroglu, Unal; Yilmaz, Huseyin
2017-01-01
This article draws on a one-semester study to investigate the effect of videos and 3D animations on students' conceptual understandings about basic computer units. A quasi-experimental design was carried out in two classrooms; videos and 3D animations were used in classroom activities in one group and those were used for homework in the other…
Metazoa Ludens: Mixed Reality Interaction and Play Between Humans and Animals
NASA Astrophysics Data System (ADS)
Cheok, Adrian David
Although animals and pets are so important for families and society, in modern urban lifestyles we can spend little time with our animal friends. Interactive media should be aimed to enhance not only human-to-human communication, but also human-to-animal communication. Thus, we promote a new type of inter-species media interaction which allows human users to interact and play with their small pet friends (in this case hamsters) remotely via the Internet through a mixed reality based game system “Metazoa Ludens”. We scientifically examined the effectiveness of this system in a two-pronged approach. Firstly and most importantly, the positive effects to the hamsters were ensured using Body Condition Score study. Secondly, the method of Duncan was used to assess the strength of preference of the hamsters towards Metazoa Ludens. Lastly, the effectiveness of this remote interaction with respect to the human users as a interactive gaming system with their pets/friends (hamsters) was examined based on Csikszentmihalyi's (Beyond boredom and anxiety, 1975) Flow theory. The results of both studies inform of positive remote interaction between human users and their pet friends using our research system. This research is not aimed just at providing specific experimental results on the implemented research system, but is aimed as a wider lesson for human-to-animal interactive media. Thus also the lessons learned are extrapolated and detailed in this chapter as a framework in general for human-to-animal interaction systems.
Animal-Related Computer Simulation Programs for Use in Education and Research. AWIC Series Number 1.
ERIC Educational Resources Information Center
Engler, Kevin P.
Computer models have definite limitations regarding the representation of biological systems, but they do have useful applications in reducing the number of animals used to study physiological systems, especially for educational purposes. This guide lists computer models that simulate living systems and can be used to demonstrate physiological,…
Production of Computer Animated Movies for Educational Purposes.
ERIC Educational Resources Information Center
Elberg, H. H.
A detailed account is given in this paper of the procedures and the equipment used in producing six computer-animated instructional movies. First, the sequence of events were described in a script, which, together with the analytical expressions that were dealt with, formed the basis of a program. Then, the program was run on a computer and the…
The GI Project: a prototype electronic textbook for high school biology.
Calhoun, P S; Fishman, E K
1997-01-01
A prototype electronic science textbook for secondary education was developed to help bridge the gap between state-of-the-art medical technology and the basic science classroom. The prototype combines the latest in radiologic imaging techniques with a user-friendly multimedia computer program to teach the anatomy, physiology, and diseases of the gastrointestinal (GI) tract. The program includes original text, illustrations, photographs, animations, images from upper GI studies, plain radiographs, computed tomographic images, and three-dimensional reconstructions. These features are intended to create a stimulus-rich environment in which the high school science student can enjoy a variety of interactive experiences that will facilitate the learning process. The computer-based book is a new educational tool that promises to play a prominent role in the coming years. Current research suggests that computer-based books are valuable as an alternative educational medium. Although it is not yet clear what form textbooks will take in the future, computer-based books are already proving valuable as an alternative educational medium. For beginning students, they reinforce the material found in traditional textbooks and class presentations; for advanced students, they provide motivation to learn outside the traditional classroom.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Davis, E.G.; Mioduszewski, R.J.
The Chemical Computer Man: Chemical Agent Response Simulation (CARS) is a computer model and simulation program for estimating the dynamic changes in human physiological dysfunction resulting from exposures to chemical-threat nerve agents. The newly developed CARS methodology simulates agent exposure effects on the following five indices of human physiological function: mental, vision, cardio-respiratory, visceral, and limbs. Mathematical models and the application of basic pharmacokinetic principles were incorporated into the simulation so that for each chemical exposure, the relationship between exposure dosage, absorbed dosage (agent blood plasma concentration), and level of physiological response are computed as a function of time. CARS,more » as a simulation tool, is designed for the users with little or no computer-related experience. The model combines maximum flexibility with a comprehensive user-friendly interactive menu-driven system. Users define an exposure problem and obtain immediate results displayed in tabular, graphical, and image formats. CARS has broad scientific and engineering applications, not only in technology for the soldier in the area of Chemical Defense, but also in minimizing animal testing in biomedical and toxicological research and the development of a modeling system for human exposure to hazardous-waste chemicals.« less
Digital system for structural dynamics simulation
NASA Technical Reports Server (NTRS)
Krauter, A. I.; Lagace, L. J.; Wojnar, M. K.; Glor, C.
1982-01-01
State-of-the-art digital hardware and software for the simulation of complex structural dynamic interactions, such as those which occur in rotating structures (engine systems). System were incorporated in a designed to use an array of processors in which the computation for each physical subelement or functional subsystem would be assigned to a single specific processor in the simulator. These node processors are microprogrammed bit-slice microcomputers which function autonomously and can communicate with each other and a central control minicomputer over parallel digital lines. Inter-processor nearest neighbor communications busses pass the constants which represent physical constraints and boundary conditions. The node processors are connected to the six nearest neighbor node processors to simulate the actual physical interface of real substructures. Computer generated finite element mesh and force models can be developed with the aid of the central control minicomputer. The control computer also oversees the animation of a graphics display system, disk-based mass storage along with the individual processing elements.
Computer Modeling of Microbiological Experiments in the Teaching Laboratory: Animation Techniques.
ERIC Educational Resources Information Center
Tritz, Gerald J.
1987-01-01
Discusses the use of computer assisted instruction in the medical education program of the Kirksville College of Osteopathic Medicine (Missouri). Describes the animation techniques used in a series of simulations for microbiology. (TW)
Woo, Kevin L; Rieucau, Guillaume
2008-07-01
The increasing use of the video playback technique in behavioural ecology reveals a growing need to ensure better control of the visual stimuli that focal animals experience. Technological advances now allow researchers to develop computer-generated animations instead of using video sequences of live-acting demonstrators. However, care must be taken to match the motion characteristics (speed and velocity) of the animation to the original video source. Here, we presented a tool based on the use of an optic flow analysis program to measure the resemblance of motion characteristics of computer-generated animations compared to videos of live-acting animals. We examined three distinct displays (tail-flick (TF), push-up body rock (PUBR), and slow arm wave (SAW)) exhibited by animations of Jacky dragons (Amphibolurus muricatus) that were compared to the original video sequences of live lizards. We found no significant differences between the motion characteristics of videos and animations across all three displays. Our results showed that our animations are similar the speed and velocity features of each display. Researchers need to ensure that similar motion characteristics in animation and video stimuli are represented, and this feature is a critical component in the future success of the video playback technique.
Multi-modality molecular imaging: pre-clinical laboratory configuration
NASA Astrophysics Data System (ADS)
Wu, Yanjun; Wellen, Jeremy W.; Sarkar, Susanta K.
2006-02-01
In recent years, the prevalence of in vivo molecular imaging applications has rapidly increased. Here we report on the construction of a multi-modality imaging facility in a pharmaceutical setting that is expected to further advance existing capabilities for in vivo imaging of drug distribution and the interaction with their target. The imaging instrumentation in our facility includes a microPET scanner, a four wavelength time-domain optical imaging scanner, a 9.4T/30cm MRI scanner and a SPECT/X-ray CT scanner. An electronics shop and a computer room dedicated to image analysis are additional features of the facility. The layout of the facility was designed with a central animal preparation room surrounded by separate laboratory rooms for each of the major imaging modalities to accommodate the work-flow of simultaneous in vivo imaging experiments. This report will focus on the design of and anticipated applications for our microPET and optical imaging laboratory spaces. Additionally, we will discuss efforts to maximize the daily throughput of animal scans through development of efficient experimental work-flows and the use of multiple animals in a single scanning session.
Spontaneous emergence of milling (vortex state) in a Vicsek-like model
NASA Astrophysics Data System (ADS)
Costanzo, A.; Hemelrijk, C. K.
2018-04-01
Collective motion is of interest to laymen and scientists in different fields. In groups of animals, many patterns of collective motion arise such as polarized schools and mills (i.e. circular motion). Collective motion can be generated in computational models of different degrees of complexity. In these models, moving individuals coordinate with others nearby. In the more complex models, individuals attract each other, aligning their headings, and avoiding collisions. Simpler models may include only one or two of these types of interactions. The collective pattern that interests us here is milling, which is observed in many animal species. It has been reproduced in the more complex models, but not in simpler models that are based only on alignment, such as the well-known Vicsek model. Our aim is to provide insight in the minimal conditions required for milling by making minimal modifications to the Vicsek model. Our results show that milling occurs when both the field of view and the maximal angular velocity are decreased. Remarkably, apart from milling, our minimal model also exhibits many of the other patterns of collective motion observed in animal groups.
Few believe the world is flat: How embodiment is changing the scientific understanding of cognition.
Glenberg, Arthur M
2015-06-01
Science has changed many of our dearly held and commonsensical (but incorrect) beliefs. For example, few still believe the world is flat, and few still believe the sun orbits the earth. Few still believe humans are unrelated to the rest of the animal kingdom, and soon few will believe human thinking is computer-like. Instead, as with all animals, our thoughts are based on bodily experiences, and our thoughts and behaviors are controlled by bodily and neural systems of perception, action, and emotion interacting with the physical and social environments. We are embodied; nothing more. Embodied cognition is about cognition formatted in sensorimotor experience, and sensorimotor systems make those thoughts dynamic. Even processes that seem abstract, such as language comprehension and goal understanding, are embodied. Thus, embodied cognition is not limited to 1 type of thought or another: It is cognition. (c) 2015 APA, all rights reserved.
Hunger-driven motivational state competition
Burnett, C. Joseph; Li, Chia; Webber, Emily; Tsaousidou, Eva; Xue, Stephen Y.; Brüning, Jens C.; Krashes, Michael J.
2016-01-01
Summary Behavioral choice is ubiquitous in the animal kingdom and is central to goal-oriented behavior. Hypothalamic Agouti-related peptide (AgRP) neurons are critical regulators of appetite. Hungry animals, bombarded by multiple sensory stimuli, are known to modify their behavior during times of caloric need, rapidly adapting to a consistently changing environment. Utilizing ARCAgRP neurons as an entry point, we analyzed the hierarchical position of hunger related to rival drive states. Employing a battery of behavioral assays we found that hunger significantly increases its capacity to suppress competing motivational systems such as thirst, anxiety-related behavior, innate fear and social interactions often only when food is accessible. Furthermore, real-time monitoring of ARCAgRP activity revealed time-locked responses to conspecific investigation in addition to food presentation, further establishing that even at the level of ARCAgRP neurons choices are remarkably flexible computations integrating internal state, external factors and anticipated yield. PMID:27693254
A tool for exploring space-time patterns: an animation user research.
Ogao, Patrick J
2006-08-29
Ever since Dr. John Snow (1813-1854) used a case map to identify water well as the source of a cholera outbreak in London in the 1800s, the use of spatio-temporal maps have become vital tools in a wide range of disease mapping and control initiatives. The increasing use of spatio-temporal maps in these life-threatening sectors warrants that they are accurate, and easy to interpret to enable prompt decision making by health experts. Similar spatio-temporal maps are observed in urban growth and census mapping--all critical aspects a of a country's socio-economic development. In this paper, a user test research was carried out to determine the effectiveness of spatio-temporal maps (animation) in exploring geospatial structures encompassing disease, urban and census mapping. Three types of animation were used, namely; passive, interactive and inference-based animation, with the key differences between them being on the level of interactivity and complementary domain knowledge that each offers to the user. Passive animation maintains the view only status. The user has no control over its contents and dynamic variables. Interactive animation provides users with the basic media player controls, navigation and orientation tools. Inference-based animation incorporates these interactive capabilities together with a complementary automated intelligent view that alerts users to interesting patterns, trends or anomalies that may be inherent in the data sets. The test focussed on the role of animation passive and interactive capabilities in exploring space-time patterns by engaging test-subjects in thinking aloud evaluation protocol. The test subjects were selected from a geoinformatics (map reading, interpretation and analysis abilities) background. Every test-subject used each of the three types of animation and their performances for each session assessed. The results show that interactivity in animation is a preferred exploratory tool in identifying, interpreting and providing explanations about observed geospatial phenomena. Also, exploring geospatial data structures using animation is best achieved using provocative interactive tools such as was seen with the inference-based animation. The visual methods employed using the three types of animation are all related and together these patterns confirm the exploratory cognitive structure and processes for visualization tools. The generic types of animation as defined in this paper play a crucial role in facilitating the visualization of geospatial data. These animations can be created and their contents defined based on the user's presentational and exploratory needs. For highly explorative tasks, maintaining a link between the data sets and the animation is crucial to enabling a rich and effective knowledge discovery environment.
A tool for exploring space-time patterns : an animation user research
Ogao, Patrick J
2006-01-01
Background Ever since Dr. John Snow (1813–1854) used a case map to identify water well as the source of a cholera outbreak in London in the 1800s, the use of spatio-temporal maps have become vital tools in a wide range of disease mapping and control initiatives. The increasing use of spatio-temporal maps in these life-threatening sectors warrants that they are accurate, and easy to interpret to enable prompt decision making by health experts. Similar spatio-temporal maps are observed in urban growth and census mapping – all critical aspects a of a country's socio-economic development. In this paper, a user test research was carried out to determine the effectiveness of spatio-temporal maps (animation) in exploring geospatial structures encompassing disease, urban and census mapping. Results Three types of animation were used, namely; passive, interactive and inference-based animation, with the key differences between them being on the level of interactivity and complementary domain knowledge that each offers to the user. Passive animation maintains the view only status. The user has no control over its contents and dynamic variables. Interactive animation provides users with the basic media player controls, navigation and orientation tools. Inference-based animation incorporates these interactive capabilities together with a complementary automated intelligent view that alerts users to interesting patterns, trends or anomalies that may be inherent in the data sets. The test focussed on the role of animation passive and interactive capabilities in exploring space-time patterns by engaging test-subjects in thinking aloud evaluation protocol. The test subjects were selected from a geoinformatics (map reading, interpretation and analysis abilities) background. Every test-subject used each of the three types of animation and their performances for each session assessed. The results show that interactivity in animation is a preferred exploratory tool in identifying, interpreting and providing explanations about observed geospatial phenomena. Also, exploring geospatial data structures using animation is best achieved using provocative interactive tools such as was seen with the inference-based animation. The visual methods employed using the three types of animation are all related and together these patterns confirm the exploratory cognitive structure and processes for visualization tools. Conclusion The generic types of animation as defined in this paper play a crucial role in facilitating the visualization of geospatial data. These animations can be created and their contents defined based on the user's presentational and exploratory needs. For highly explorative tasks, maintaining a link between the data sets and the animation is crucial to enabling a rich and effective knowledge discovery environment. PMID:16938138
Actions for productivity improvement in crew training
NASA Technical Reports Server (NTRS)
Miller, G. E.
1985-01-01
Improvement of the productivity of astronaut crew instructors in the Space Shuttle program and beyond is proposed. It is suggested that instructor certification plans should be established to shorten the time required for trainers to develop their skills and improve their ability to convey those skills. Members of the training cadre should be thoroughly cross trained in their task. This provides better understanding of the overall task and greater flexibility in instructor utilization. Improved facility access will give instructors the benefit of practical application experience. Former crews should be integrated into the training of upcoming crews to bridge some of the gap between simulated conditions and the real world. The information contained in lengthy and complex training manuals can be presented more clearly and efficiently as computer lessons. The illustration, animation and interactive capabilities of the computer combine an effective means of explanation.
Handcock, Rebecca N.; Swain, Dave L.; Bishop-Hurley, Greg J.; Patison, Kym P.; Wark, Tim; Valencia, Philip; Corke, Peter; O'Neill, Christopher J.
2009-01-01
Remote monitoring of animal behaviour in the environment can assist in managing both the animal and its environmental impact. GPS collars which record animal locations with high temporal frequency allow researchers to monitor both animal behaviour and interactions with the environment. These ground-based sensors can be combined with remotely-sensed satellite images to understand animal-landscape interactions. The key to combining these technologies is communication methods such as wireless sensor networks (WSNs). We explore this concept using a case-study from an extensive cattle enterprise in northern Australia and demonstrate the potential for combining GPS collars and satellite images in a WSN to monitor behavioural preferences and social behaviour of cattle. PMID:22412327
Application of a minicomputer-based system in measuring intraocular fluid dynamics
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bronzino, J.D.; D'Amato, D.P.; O'Rourke, J.
A complete, computerized system has been developed to automate and display radionuclide clearance studies in an ophthalmology clinical laboratory. The system is based on a PDP-8E computer with a 16-k core memory and includes a dual-drive Decassette system and an interactive display terminal. The software controls the acquisition of data from an NIM scaler, times the procedures, and analyzes and simultaneously displays logarithmically converted data on a fully annotated graph. Animal studies and clinical experiments are presented to illustrate the nature of these displays and the results obtained using this automated eye physiometer.
Automatic inference of multicellular regulatory networks using informative priors.
Sun, Xiaoyun; Hong, Pengyu
2009-01-01
To fully understand the mechanisms governing animal development, computational models and algorithms are needed to enable quantitative studies of the underlying regulatory networks. We developed a mathematical model based on dynamic Bayesian networks to model multicellular regulatory networks that govern cell differentiation processes. A machine-learning method was developed to automatically infer such a model from heterogeneous data. We show that the model inference procedure can be greatly improved by incorporating interaction data across species. The proposed approach was applied to C. elegans vulval induction to reconstruct a model capable of simulating C. elegans vulval induction under 73 different genetic conditions.
NASA Technical Reports Server (NTRS)
1996-01-01
Teledyne Brown developed a computer-based interactive multimedia training system for use with the Crystal Growth Furnace in the U.S. Microgravity Laboratory-2 mission on the Space Shuttle. Teledyne Brown commercialized the system and customized it for PPG Industries Aircraft Products. The system challenges learners with role-playing scenarios and software-driven simulations engaging all the senses using text, video, animation, voice, sounds and music. The transfer of this technology to commercial industrial process training has resulted in significant improvements in effectiveness, standardization, and quality control, as well as cost reductions over the usual classroom and on-the- job training approaches.
Neuroscience-Inspired Artificial Intelligence.
Hassabis, Demis; Kumaran, Dharshan; Summerfield, Christopher; Botvinick, Matthew
2017-07-19
The fields of neuroscience and artificial intelligence (AI) have a long and intertwined history. In more recent times, however, communication and collaboration between the two fields has become less commonplace. In this article, we argue that better understanding biological brains could play a vital role in building intelligent machines. We survey historical interactions between the AI and neuroscience fields and emphasize current advances in AI that have been inspired by the study of neural computation in humans and other animals. We conclude by highlighting shared themes that may be key for advancing future research in both fields. Copyright © 2017. Published by Elsevier Inc.
King, Stephanie L
2015-07-01
Over the years, playback experiments have helped further our understanding of the wonderful world of animal communication. They have provided fundamental insights into animal behaviour and the function of communicative signals in numerous taxa. As important as these experiments are, however, there is strong evidence to suggest that the information conveyed in a signal may only have value when presented interactively. By their very nature, signalling exchanges are interactive and therefore, an interactive playback design is a powerful tool for examining the function of such exchanges. While researchers working on frog and songbird vocal interactions have long championed interactive playback, it remains surprisingly underused across other taxa. The interactive playback approach is not limited to studies of acoustic signalling, but can be applied to other sensory modalities, including visual, chemical and electrical communication. Here, I discuss interactive playback as a potent yet underused technique in the field of animal behaviour. I present a concise review of studies that have used interactive playback thus far, describe how it can be applied, and discuss its limitations and challenges. My hope is that this review will result in more scientists applying this innovative technique to their own study subjects, as a means of furthering our understanding of the function of signalling interactions in animal communication systems. © 2015 The Author(s) Published by the Royal Society. All rights reserved.
Real time animation of space plasma phenomena
NASA Technical Reports Server (NTRS)
Jordan, K. F.; Greenstadt, E. W.
1987-01-01
In pursuit of real time animation of computer simulated space plasma phenomena, the code was rewritten for the Massively Parallel Processor (MPP). The program creates a dynamic representation of the global bowshock which is based on actual spacecraft data and designed for three dimensional graphic output. This output consists of time slice sequences which make up the frames of the animation. With the MPP, 16384, 512 or 4 frames can be calculated simultaneously depending upon which characteristic is being computed. The run time was greatly reduced which promotes the rapid sequence of images and makes real time animation a foreseeable goal. The addition of more complex phenomenology in the constructed computer images is now possible and work proceeds to generate these images.
Time-scheduled delivery of computer health animations: "Installing" healthy habits of computer use.
Wang, Sy-Chyi; Chern, Jin-Yuan
2013-06-01
The development of modern technology brings convenience to our lives but removes physical activity from our daily routines, thereby putting our lives at risk. Extended computer use may contribute to symptoms such as visual impairment and musculoskeletal disorders. To help reduce the risk of physical inactivity and promote healthier computer use, this study developed a time-scheduled delivery of health-related animations for users sitting in front of computers for prolonged periods. In addition, we examined the effects that the program had on the computer-related health behavior intentions and actions of participants. Two waves of questionnaires were implemented for data collection before and after intervention. The results showed that the animation program indeed had a positive effect on participants' healthy computer use actions in terms of breathtaking, body massages, and body stretches. It also helped to bridge the intention-action gap of the health behaviors. The development and evaluation were documented, and users' experiences/suggestions were discussed at the end.
A Comparison of Zoo Animal Behavior in the Presence of Familiar and Unfamiliar People.
Martin, Rosemary Anne; Melfi, Vicky
2016-01-01
As recorded in domestic nonhuman animals, regular interactions between animals in zoos and keepers and the resulting relationship formed (human-animal relationship [HAR]) are likely to influence the animals' behaviors with associated welfare consequences. HAR formation requires that zoo animals distinguish between familiar and unfamiliar people. This ability was tested by comparing zoo animal behavioral responses to familiar (routine) keepers and unfamiliar keepers (participants in the "Keeper for the Day" program). Study subjects included 1 African elephant (Loxodonta Africana), 3 Rothschild's giraffes (Giraffa camelopardalis rothschildi), 2 Brazilian tapir (Tapirus terrestris), and 2 slender-tailed meerkats (Suricata suricatta). Different behavior was evident and observed as decreased avoidance behavior toward familiar keepers (t7 = 6.00, p < .001). This finding suggests the zoo animals have a lower level of fear toward familiar keepers. Keeper familiarity did not significantly affect any other behavioral measure. This finding suggests that in the current study, unfamiliar keeper presence did not appear to have detrimental effects. Furthermore, unfamiliar keeper-animal interactions could provide an increased number of positive human-animal interactions and potentially enhance animal welfare.
WordlePlus: Expanding Wordle's Use through Natural Interaction and Animation.
Jo, Jaemin; Lee, Bongshin; Seo, Jinwook
2015-01-01
Wordle has been commonly used to summarize texts, with each word size-coded by its frequency of occurrences--the more often a word occurs in texts, the bigger it is. The interactive authoring tool WordlePlus leverages natural interaction and animation to give users more control over wordle development. WordlePlus supports direct manipulation of words with pen and touch interaction. It introduces two-word multitouch manipulation, such as concatenating and grouping two words, and provides pen interaction for adding and deleting words. In addition, WordlePlus employs animation to help users create more dynamic and engaging wordles.
NASA Astrophysics Data System (ADS)
Iwamura, T.; Fragoso, J.; Lambin, E.
2012-12-01
The interactions with animals are vital to the Amerindian, indigenous people, of Rupunini savannah-forest in Guyana. Their connections extend from basic energy and protein resource to spiritual bonding through "paring" to a certain animal in the forest. We collected extensive dataset of 23 indigenous communities for 3.5 years, consisting 9900 individuals from 1307 households, as well as animal observation data in 8 transects per communities (47,000 data entries). In this presentation, our research interest is to model the driver of land use change of the indigenous communities and its impacts on the ecosystem in the Rupunini area under global change. Overarching question we would like to answer with this program is to find how and why "tipping-point" from hunting gathering society to the agricultural society occurs in the future. Secondary question is what is the implication of the change to agricultural society in terms of biodiversity and carbon stock in the area, and eventually the well-being of Rupunini people. To answer the questions regarding the society shift in agriculture activities, we built as simulation with Agent-Based Modeling (Multi Agents Simulation). We developed this simulation by using Netlogo, the programming environment specialized for spatially explicit agent-based modeling (ABM). This simulation consists of four different process in the Rupunini landscape; forest succession, animal population growth, hunting of animals, and land clearing for agriculture. All of these processes are carried out by a set of computational unit, called "agents". In this program, there are four types of agents - patches, villages, households, and animals. Here, we describe the impacts of hunting on the biodiversity based on actual demographic data from one village named Crush Water. Animal population within the hunting territory of the village stabilized but Agouti/Paca dominates the landscape with little population of armadillos and peccaries. White-tailed deers, Tapirs, Capybara exist but very low. This finding is well aligned with the hunting dataset - Agouti/Paca consists 27% of total hunting. Based on our simulation, it seems the dominance of Agouti/Paca among hunted animals shown in the field data can be explained solely by their high carrying capacity against human extraction (population density of the Paca/Agouti = 60 per square km, whereas other animals ranges 0.63 to 7). When we incorporate agriculture, the "rodentation" of the animal population toward Agouti/Paca becomes more obvious. This simulation shows the interactions of people and animals through land change and hunting, which were observed in our fields.
ERIC Educational Resources Information Center
Lin, Huifen; Chen, Tsuiping; Dwyer, Francis M.
2006-01-01
The purpose of this experimental study was to compare the effects of using static visuals versus computer-generated animation to enhance learners' comprehension and retention of a content-based lesson in a computer-based learning environment for learning English as a foreign language (EFL). Fifty-eight students from two EFL reading sections were…
A unifying framework for quantifying the nature of animal interactions.
Potts, Jonathan R; Mokross, Karl; Lewis, Mark A
2014-07-06
Collective phenomena, whereby agent-agent interactions determine spatial patterns, are ubiquitous in the animal kingdom. On the other hand, movement and space use are also greatly influenced by the interactions between animals and their environment. Despite both types of interaction fundamentally influencing animal behaviour, there has hitherto been no unifying framework for the models proposed in both areas. Here, we construct a general method for inferring population-level spatial patterns from underlying individual movement and interaction processes, a key ingredient in building a statistical mechanics for ecological systems. We show that resource selection functions, as well as several examples of collective motion models, arise as special cases of our framework, thus bringing together resource selection analysis and collective animal behaviour into a single theory. In particular, we focus on combining the various mechanistic models of territorial interactions in the literature with step selection functions, by incorporating interactions into the step selection framework and demonstrating how to derive territorial patterns from the resulting models. We demonstrate the efficacy of our model by application to a population of insectivore birds in the Amazon rainforest. © 2014 The Author(s) Published by the Royal Society. All rights reserved.
Prinz, A; Bolz, M; Findl, O
2005-11-01
Owing to the complex topographical aspects of ophthalmic surgery, teaching with conventional surgical videos has led to a poor understanding among medical students. A novel multimedia three dimensional (3D) computer animated program, called "Ophthalmic Operation Vienna" has been developed, where surgical videos are accompanied by 3D animated sequences of all surgical steps for five operations. The aim of the study was to assess the effect of 3D animations on the understanding of cataract and glaucoma surgery among medical students. Set in the Medical University of Vienna, Department of Ophthalmology, 172 students were randomised into two groups: a 3D group (n=90), that saw the 3D animations and video sequences, and a control group (n=82), that saw only the surgical videos. The narrated text was identical for both groups. After the presentation, students were questioned and tested using multiple choice questions. Students in the 3D group found the interactive multimedia teaching methods to be a valuable supplement to the conventional surgical videos. The 3D group outperformed the control group not only in topographical understanding by 16% (p<0.0001), but also in theoretical understanding by 7% (p<0.003). Women in the 3D group gained most by 19% over the control group (p<0.0001). The use of 3D animations lead to a better understanding of difficult surgical topics among medical students, especially for female users. Gender related benefits of using multimedia should be further explored.
Hop, Skip and Jump: Animation Software.
ERIC Educational Resources Information Center
Eiser, Leslie
1986-01-01
Discusses the features of animation software packages, reviewing eight commercially available programs. Information provided for each program includes name, publisher, current computer(s) required, cost, documentation, input device, import/export capabilities, printing possibilities, what users can originate, types of image manipulation possible,…
Georgescu, Alexandra L; Kuzmanovic, Bojana; Santos, Natacha S; Tepest, Ralf; Bente, Gary; Tittgemeyer, Marc; Vogeley, Kai
2014-04-01
Despite the fact that nonverbal dyadic social interactions are abundant in the environment, the neural mechanisms underlying their processing are not yet fully understood. Research in the field of social neuroscience has suggested that two neural networks appear to be involved in social understanding: (1) the action observation network (AON) and (2) the social neural network (SNN). The aim of this study was to determine the differential contributions of the AON and the SNN to the processing of nonverbal behavior as observed in dyadic social interactions. To this end, we used short computer animation sequences displaying dyadic social interactions between two virtual characters and systematically manipulated two key features of movement activity, which are known to influence the perception of meaning in nonverbal stimuli: (1) movement fluency and (2) contingency of movement patterns. A group of 21 male participants rated the "naturalness" of the observed scenes on a four-point scale while undergoing fMRI. Behavioral results showed that both fluency and contingency significantly influenced the "naturalness" experience of the presented animations. Neurally, the AON was preferentially engaged when processing contingent movement patterns, but did not discriminate between different degrees of movement fluency. In contrast, regions of the SNN were engaged more strongly when observing dyads with disturbed movement fluency. In conclusion, while the AON is involved in the general processing of contingent social actions, irrespective of their kinematic properties, the SNN is preferentially recruited when atypical kinematic properties prompt inferences about the agents' intentions. Copyright © 2013 Wiley Periodicals, Inc.
Noninvasive imaging of protein-protein interactions in living animals
NASA Astrophysics Data System (ADS)
Luker, Gary D.; Sharma, Vijay; Pica, Christina M.; Dahlheimer, Julie L.; Li, Wei; Ochesky, Joseph; Ryan, Christine E.; Piwnica-Worms, Helen; Piwnica-Worms, David
2002-05-01
Protein-protein interactions control transcription, cell division, and cell proliferation as well as mediate signal transduction, oncogenic transformation, and regulation of cell death. Although a variety of methods have been used to investigate protein interactions in vitro and in cultured cells, none can analyze these interactions in intact, living animals. To enable noninvasive molecular imaging of protein-protein interactions in vivo by positron-emission tomography and fluorescence imaging, we engineered a fusion reporter gene comprising a mutant herpes simplex virus 1 thymidine kinase and green fluorescent protein for readout of a tetracycline-inducible, two-hybrid system in vivo. By using micro-positron-emission tomography, interactions between p53 tumor suppressor and the large T antigen of simian virus 40 were visualized in tumor xenografts of HeLa cells stably transfected with the imaging constructs. Imaging protein-binding partners in vivo will enable functional proteomics in whole animals and provide a tool for screening compounds targeted to specific protein-protein interactions in living animals.
Toward a computational theory for motion understanding: The expert animators model
NASA Technical Reports Server (NTRS)
Mohamed, Ahmed S.; Armstrong, William W.
1988-01-01
Artificial intelligence researchers claim to understand some aspect of human intelligence when their model is able to emulate it. In the context of computer graphics, the ability to go from motion representation to convincing animation should accordingly be treated not simply as a trick for computer graphics programmers but as important epistemological and methodological goal. In this paper we investigate a unifying model for animating a group of articulated bodies such as humans and robots in a three-dimensional environment. The proposed model is considered in the framework of knowledge representation and processing, with special reference to motion knowledge. The model is meant to help setting the basis for a computational theory for motion understanding applied to articulated bodies.
Social Dynamics in Web Page through Inter-Agent Interaction
NASA Astrophysics Data System (ADS)
Takeuchi, Yugo; Katagiri, Yasuhiro
Social persuasion abounds in human-human interactions. Attitudes and behaviors of people are invariably influenced by the attitudes and behaviors of other people as well as our social roles/relationships toward them. In the pedagogic scene, the relationship between teacher and learner produces one of the most typical interactions, in which the teacher makes the learner spontaneously study what he/she teaches. This study is an attempt to elucidate the nature and effectiveness of social persuasion in human-computer interaction environments. We focus on the social dynamics of multi-party interactions that involve both human-agent and inter-agent interactions. An experiment is conducted in a virtual web-instruction setting employing two types of agents: conductor agents who accompany and guide each learner throughout his/her learning sessions, and domain-expert agents who provide explanations and instructions for each stage of the instructional materials. In this experiment, subjects are assigned two experimental conditions: the authorized condition, in which an agent respectfully interacts with another agent, and the non-authorized condition, in which an agent carelessly interacts with another agent. The results indicate performance improvements in the authorized condition of inter-agent interactions. An analysis is given from the perspective of the transfer of authority from inter-agent to human-agent interactions based on social conformity. We argue for pedagogic advantages of social dynamics created by multiple animated character agents.
Effective Parallel Algorithm Animation
1994-03-01
parallel computer. The system incorporates the 14 Parallel Processing System us" r User User UMe PMwuM Progra Propu Plropm ýData Dots Data Daft...that produce meaningful animations. The following sections outline characteristics 146 Animation 0 71 r 40 02 I 5 * *2! 4 Idle Bu~sy Send Recv 7...Event Simulation. Technical Report, Georgia Institute of Technology, 1992. 22. Garey, Michael R . and David S. Johnson. Computers and Intractability: A
The Impact of Animation in CD-ROM Books on Students' Reading Behaviors and Comprehension.
ERIC Educational Resources Information Center
Okolo, Cindy; Hayes, Renee
This study evaluated the use of children's literature presented via one of three conditions: an adult reading a book to the child; the child reading a CD-ROM version of a book on the computer but without animation; and the child reading the book on the computer with high levels of animation. The study, in one primary grade classroom, involved 10…
NASA Astrophysics Data System (ADS)
Cheok, Adrian David
Cuteness in interactive systems is a relatively new development, yet having its roots in the aesthetics of many historical and cultural elements. Symbols of cuteness abound in nature as in the creatures of neotenous proportions; drawing in the care and concern of the parent and the care from a protector. We provide an in depth look at the role of cuteness in interactive systems beginning with a history. We particularly focus on the Japanese culture of Kawaii, which has made a large impact around the world, especially in entertainment, fashion, and animation. We then take the approach of defining cuteness in contemporary popular perception. User studies are presented offering an in-depth understanding of key perceptual elements which are identified as cute. This knowledge provides for the possibility to create a cute filter which can transform inputs and automatically create more cute outputs. The development of cute social computing and entertainment projects are discussed as well, providing an insight into the next generation of interactive systems which bring happiness and comfort to users of all ages and cultures through the soft power of cute.
GATE: software for the analysis and visualization of high-dimensional time series expression data.
MacArthur, Ben D; Lachmann, Alexander; Lemischka, Ihor R; Ma'ayan, Avi
2010-01-01
We present Grid Analysis of Time series Expression (GATE), an integrated computational software platform for the analysis and visualization of high-dimensional biomolecular time series. GATE uses a correlation-based clustering algorithm to arrange molecular time series on a two-dimensional hexagonal array and dynamically colors individual hexagons according to the expression level of the molecular component to which they are assigned, to create animated movies of systems-level molecular regulatory dynamics. In order to infer potential regulatory control mechanisms from patterns of correlation, GATE also allows interactive interroga-tion of movies against a wide variety of prior knowledge datasets. GATE movies can be paused and are interactive, allowing users to reconstruct networks and perform functional enrichment analyses. Movies created with GATE can be saved in Flash format and can be inserted directly into PDF manuscript files as interactive figures. GATE is available for download and is free for academic use from http://amp.pharm.mssm.edu/maayan-lab/gate.htm
BridgeUP: STEM and Learning Astrophysics Interactively
NASA Astrophysics Data System (ADS)
Hernandez, Betsy; Geogdzhayeva, Maria; Beltre, Chasity; Ocasio, Adrienne; Skarbinski, Maya; Zbib, Daniela; Swar, Prachi; Mac Low, Mordecai
2018-01-01
BridgeUP: STEM is an initiative responding to the gender and opportunity gaps that exist in the STEM pipeline for women, girls, and under-resourced youth. The program engages high school girls in experiences at the intersection of computer science, scientific research, and visualization that will position them to succeed and lead in these fields. Students work on projects closely aligned with research taking place at the American Museum of Natural History. One of the current astronomy research projects at the museum simulates migration of black holes in active galactic nucleus disks using the Pencil Code. The work presented here focuses on interactive tools used to teach dynamical concepts pertaining to this project. These include Logger Pro, along with Vernier equipment, PhET Interactive Simulations, and Python. Throughout the internship, students also learn qualitative astrophysics via presentations, animations and videos. We discuss the success of utilizing the aforementioned tools in teaching, as well as showing work conducted by the six current students participating in this Astronomy research project.
A Workflow for Global Sensitivity Analysis of PBPK Models
McNally, Kevin; Cotton, Richard; Loizou, George D.
2011-01-01
Physiologically based pharmacokinetic (PBPK) models have a potentially significant role in the development of a reliable predictive toxicity testing strategy. The structure of PBPK models are ideal frameworks into which disparate in vitro and in vivo data can be integrated and utilized to translate information generated, using alternative to animal measures of toxicity and human biological monitoring data, into plausible corresponding exposures. However, these models invariably include the description of well known non-linear biological processes such as, enzyme saturation and interactions between parameters such as, organ mass and body mass. Therefore, an appropriate sensitivity analysis (SA) technique is required which can quantify the influences associated with individual parameters, interactions between parameters and any non-linear processes. In this report we have defined the elements of a workflow for SA of PBPK models that is computationally feasible, accounts for interactions between parameters, and can be displayed in the form of a bar chart and cumulative sum line (Lowry plot), which we believe is intuitive and appropriate for toxicologists, risk assessors, and regulators. PMID:21772819
Baymann, Ulrike; Langbein, Jan; Siebert, Katrin; Nürnberg, Gerd; Manteuffel, Gerhard; Mohr, Elmar
2007-01-01
The influence of social rank and social environment on visual discrimination learning of small groups of Nigerian dwarf goats (Capra hircus, n = 79) was studied using a computer-controlled learning device integrated in the animals' home pen. The experiment was divided into three sections (LE1, LE1 u, LE2; each 14d). In LE1 the goats learned a discrimination task in a socially stable environment. In LE1u animals were mixed and relocated to another pen and given the same task as in LE1. In LE2 the animals were mixed and relocated again and given a new discrimination task. We used drinking water as a primary reinforcer. The rank category of the goats were analysed as alpha, omega or middle ranking for each section of the experiment. The rank category had an influence on daily learning success (percentage of successful trials per day) only in LE1 u. Daily learning success decreased after mixing and relocation of the animals in LE1 u and LE2 compared to LE1. That resulted in an undersupply of drinking water on the first day of both these tasks. We discuss social stress induced by agonistic interactions after mixing as a reason for that decline. The absolute learning performance (trials to reach the learning criterion) of the omega animals was lower in LE2 compared to the other rank categories. Furthermore, their absolute learning performance was lower in LE2 compared to LE1. For future application of similar automated learning devices in animal husbandry, we recommend against the combination of management routines like mixing and relocation with changes in the learning task because of the negative effects on learning performance, particularly of the omega animals.
Public Education and Outreach Through Full-Dome Video Technology
NASA Astrophysics Data System (ADS)
Pollock, John
2009-03-01
My long-term goal is to enhance public understanding of complex systems that can be best demonstrated through richly detailed computer graphic animation displayed with full-dome video technology. My current focus is on health science advances that focus on regenerative medicine, which helps the body heal itself. Such topics facilitate science learning and health literacy. My team develops multi-media presentations that bring the scientific and medical advances to the public through immersive high-definition video animation. Implicit in treating the topics of regenerative medicine will be the need to address stem cell biology. The topics are clarified and presented from a platform of facts and balanced ethical consideration. The production process includes communicating scientific information about the excitement and importance of stem cell research. Principles of function are emphasized over specific facts or terminology by focusing on a limited, but fundamental set of concepts. To achieve this, visually rich, biologically accurate 3D computer graphic environments are created to illustrate the cells, tissues and organs of interest. A suite of films are produced, and evaluated in pre- post-surveys assessing attitudes, knowledge and learning. Each film uses engaging interactive demonstrations to illustrate biological functions, the things that go wrong due to disease and disability, and the remedy provided by regenerative medicine. While the images are rich and detailed, the language is accessible and appropriate to the audience. The digital, high-definition video is also re-edited for presentation in other ``flat screen'' formats, increasing our distribution potential. Show content is also presented in an interactive web space (www.sepa.duq.edu) with complementing teacher resource guides and student workbooks and companion video games.
Refinement, Reduction, and Replacement of Animal Toxicity Tests by Computational Methods.
Ford, Kevin A
2016-12-01
Widespread public and scientific interest in promoting the care and well-being of animals used for toxicity testing has given rise to improvements in animal welfare practices and views over time, as well as laws and regulations that support means to reduce, refine, and replace animal use (known as the 3Rs) in certain toxicity studies. One way these regulations continue to achieve their aim is by promoting the research, development, and application of alternative testing approaches to characterize potential toxicities either without animals or with minimal use. An important example of an alternative approach is the use of computational toxicology models. Along with the potential capacity to reduce or replace the use of animals for the assessment of particular toxicological endpoints, computational models offer several advantages compared to in vitro and in vivo approaches, including cost-effectiveness, rapid availability of results, and the ability to fully standardize procedures. Pharmaceutical research incorporating the use of computational models has increased steadily over the past 15 years, likely driven by the motivation of companies to screen out toxic compounds in the early stages of development. Models are currently available to aid in the prediction of several important toxicological endpoints, including mutagenicity, carcinogenicity, eye irritation, hepatotoxicity, and skin sensitization, albeit with varying degrees of success. This review serves to introduce the concepts of computational toxicology and evaluate their role in the safety assessment of compounds, while also highlighting the application of in silico methods in the support of the goal and vision of the 3Rs. © The Author 2016. Published by Oxford University Press on behalf of the Institute for Laboratory Animal Research.All rights reserved. For permissions, please email: journals.permissions@oup.com.
Improving Perceptual Skills with 3-Dimensional Animations.
ERIC Educational Resources Information Center
Johns, Janet Faye; Brander, Julianne Marie
1998-01-01
Describes three-dimensional computer aided design (CAD) models for every component in a representative mechanical system; the CAD models made it easy to generate 3-D animations that are ideal for teaching perceptual skills in multimedia computer-based technical training. Fifteen illustrations are provided. (AEF)
Overview of ToxCast™ | Science Inventory | US EPA
In 2007, EPA launched ToxCast™ in order to develop a cost-effective approach for prioritizing the toxicity testing of large numbers of chemicals in a short period of time. Using data from state-of-the-art high throughput screening (HTS) bioassays developed in the pharmaceutical industry, ToxCast™ is building computational models to forecast the potential human toxicity of chemicals. These hazard predictions will provide EPA regulatory programs with science-based information helpful in prioritizing chemicals for more detailed toxicological evaluations, and lead to more efficient use of animal testing. In its first phase, ToxCast™ is profiling over 300 well-characterized chemicals (primarily pesticides) in over 400 HTS endpoints. These endpoints include biochemical assays of protein function, cell-based transcriptional reporter assays, multi-cell interaction assays, transcriptomics on primary cell cultures, and developmental assays in zebrafish embryos. Almost all of the compounds being examined in Phase 1 of ToxCast™ have been tested in traditional toxicology tests, including developmental toxicity, multi-generation studies, and sub-chronic and chronic rodent bioassays. ToxRefDB, a relational database being created to house this information, will contain nearly $1B worth of toxicity studies in animals when completed. ToxRefDB is integrated into a more comprehensive data management system developed by NCCT called ACToR (Aggregated Computational Toxicology
Genomics, proteomics, MEMS and SAIF: which role for diagnostic imaging?
Grassi, R; Lagalla, R; Rotondo, A
2008-09-01
In these three words--genomics, proteomics and nanotechnologies--is the future of medicine of the third millennium, which will be characterised by more careful attention to disease prevention, diagnosis and treatment. Molecular imaging appears to satisfy this requirement. It is emerging as a new science that brings together molecular biology and in vivo imaging and represents the key for the application of personalized medicine. Micro-PET (positron emission tomography), micro-SPECT (single photon emission computed tomography), micro-CT (computed tomography), micro-MR (magnetic resonance), micro-US (ultrasound) and optical imaging are all molecular imaging techniques, several of which are applied only in preclinical settings on animal models. Others, however, are applied routinely in both clinical and preclinical setting. Research on small animals allows investigation of the genesis and development of diseases, as well as drug efficacy and the development of personalized therapies, through the study of biological processes that precede the expression of common symptoms of a pathology. Advances in molecular imaging were made possible only by collaboration among scientists in the fields of radiology, chemistry, molecular and cell biology, physics, mathematics, pharmacology, gene therapy and oncology. Although until now researchers have traditionally limited their interactions, it is only by increasing these connections that the current gaps in terminology, methods and approaches that inhibit scientific progress can be eliminated.
Physical modeling of Tibetan bowls
NASA Astrophysics Data System (ADS)
Antunes, Jose; Inacio, Octavio
2004-05-01
Tibetan bowls produce rich penetrating sounds, used in musical contexts and to induce a state of relaxation for meditation or therapy purposes. To understand the dynamics of these instruments under impact and rubbing excitation, we developed a simulation method based on the modal approach, following our previous papers on physical modeling of plucked/bowed strings and impacted/bowed bars. This technique is based on a compact representation of the system dynamics, in terms of the unconstrained bowl modes. Nonlinear contact/friction interaction forces, between the exciter (puja) and the bowl, are computed at each time step and projected on the bowl modal basis, followed by step integration of the modal equations. We explore the behavior of two different-sized bowls, for extensive ranges of excitation conditions (contact/friction parameters, normal force, and tangential puja velocity). Numerical results and experiments show that various self-excited motions may arise depending on the playing conditions and, mainly, on the contact/friction interaction parameters. Indeed, triggering of a given bowl modal frequency mainly depends on the puja material. Computed animations and experiments demonstrate that self-excited modes spin, following the puja motion. Accordingly, the sensed pressure field pulsates, with frequency controlled by the puja spinning velocity and the spatial pattern of the singing mode.
A Quantitative Assessment of Test Anxiety and Human-Animal Interaction in College Students
ERIC Educational Resources Information Center
Dluzynski, Jessica L.
2017-01-01
Existing research on human-animal interactions has established that engaging with an animal may reduce anxiety-like behaviors (Acheson et al., 2013; Sobota, Mihara, Forrest, Featherstone, & Siegel, 2015; Yates, 2012) and lower physiological response in stressful situations (Campo & Uchino, 2013). This quantitative research study expanded…
Cyber-workstation for computational neuroscience.
Digiovanna, Jack; Rattanatamrong, Prapaporn; Zhao, Ming; Mahmoudi, Babak; Hermer, Linda; Figueiredo, Renato; Principe, Jose C; Fortes, Jose; Sanchez, Justin C
2010-01-01
A Cyber-Workstation (CW) to study in vivo, real-time interactions between computational models and large-scale brain subsystems during behavioral experiments has been designed and implemented. The design philosophy seeks to directly link the in vivo neurophysiology laboratory with scalable computing resources to enable more sophisticated computational neuroscience investigation. The architecture designed here allows scientists to develop new models and integrate them with existing models (e.g. recursive least-squares regressor) by specifying appropriate connections in a block-diagram. Then, adaptive middleware transparently implements these user specifications using the full power of remote grid-computing hardware. In effect, the middleware deploys an on-demand and flexible neuroscience research test-bed to provide the neurophysiology laboratory extensive computational power from an outside source. The CW consolidates distributed software and hardware resources to support time-critical and/or resource-demanding computing during data collection from behaving animals. This power and flexibility is important as experimental and theoretical neuroscience evolves based on insights gained from data-intensive experiments, new technologies and engineering methodologies. This paper describes briefly the computational infrastructure and its most relevant components. Each component is discussed within a systematic process of setting up an in vivo, neuroscience experiment. Furthermore, a co-adaptive brain machine interface is implemented on the CW to illustrate how this integrated computational and experimental platform can be used to study systems neurophysiology and learning in a behavior task. We believe this implementation is also the first remote execution and adaptation of a brain-machine interface.
Cyber-Workstation for Computational Neuroscience
DiGiovanna, Jack; Rattanatamrong, Prapaporn; Zhao, Ming; Mahmoudi, Babak; Hermer, Linda; Figueiredo, Renato; Principe, Jose C.; Fortes, Jose; Sanchez, Justin C.
2009-01-01
A Cyber-Workstation (CW) to study in vivo, real-time interactions between computational models and large-scale brain subsystems during behavioral experiments has been designed and implemented. The design philosophy seeks to directly link the in vivo neurophysiology laboratory with scalable computing resources to enable more sophisticated computational neuroscience investigation. The architecture designed here allows scientists to develop new models and integrate them with existing models (e.g. recursive least-squares regressor) by specifying appropriate connections in a block-diagram. Then, adaptive middleware transparently implements these user specifications using the full power of remote grid-computing hardware. In effect, the middleware deploys an on-demand and flexible neuroscience research test-bed to provide the neurophysiology laboratory extensive computational power from an outside source. The CW consolidates distributed software and hardware resources to support time-critical and/or resource-demanding computing during data collection from behaving animals. This power and flexibility is important as experimental and theoretical neuroscience evolves based on insights gained from data-intensive experiments, new technologies and engineering methodologies. This paper describes briefly the computational infrastructure and its most relevant components. Each component is discussed within a systematic process of setting up an in vivo, neuroscience experiment. Furthermore, a co-adaptive brain machine interface is implemented on the CW to illustrate how this integrated computational and experimental platform can be used to study systems neurophysiology and learning in a behavior task. We believe this implementation is also the first remote execution and adaptation of a brain-machine interface. PMID:20126436
2012-01-01
Background In pigs, diseases of the respiratory tract like pleuropneumonia due to Actinobacillus pleuropneumoniae (App) infection have led to high economic losses for decades. Further research on disease pathogenesis, pathogen-host-interactions and new prophylactic and therapeutic approaches are needed. In most studies, a large number of experimental animals are required to assess lung alterations at different stages of the disease. In order to reduce the required number of animals but nevertheless gather information on the nature and extent of lung alterations in living pigs, a computed tomographic scoring system for quantifying gross pathological findings was developed. In this study, five healthy pigs served as control animals while 24 pigs were infected with App, the causative agent of pleuropneumonia in pigs, in an established model for respiratory tract disease. Results Computed tomographic (CT) findings during the course of App challenge were verified by radiological imaging, clinical, serological, gross pathology and histological examinations. Findings from clinical examinations and both CT and radiological imaging, were recorded on day 7 and day 21 after challenge. Clinical signs after experimental App challenge were indicative of acute to chronic disease. Lung CT findings of infected pigs comprised ground-glass opacities and consolidation. On day 7 and 21 the clinical scores significantly correlated with the scores of both imaging techniques. At day 21, significant correlations were found between clinical scores, CT scores and lung lesion scores. In 19 out of 22 challenged pigs the determined disease grades (not affected, slightly affected, moderately affected, severely affected) from CT and gross pathological examination were in accordance. Disease classification by radiography and gross pathology agreed in 11 out of 24 pigs. Conclusions High-resolution, high-contrast CT examination with no overlapping of organs is superior to radiography in the assessment of pneumonic lung lesions after App challenge. The new CT scoring system allows for quantification of gross pathological lung alterations in living pigs. However, computed tomographic findings are not informative of the etiology of respiratory disease. PMID:22546414
Animating functional anatomy for the web.
Guttmann, G D
2000-04-15
The instructor sometimes has a complex task in explaining the concepts of functional anatomy and embryology to health professional students. However, animations can easily illustrate functional anatomy, clinical procedures, or the developing embryo. Web animation increases the accessibility of this information and makes it much more useful for independent student learning. A modified version of the animation can also be used for patient education. This article defines animation, provides a brief history of animation, discusses the principles of animation, illustrates and evaluates some of the video-editing or movie-making computer software programs, and shows examples of two of the author's animations. These two animations are the inferior alveolar nerve block from the mandibular nerve anesthetics unit and normal temporomandibular joint (TMJ) function from the muscles of the mastication and the TMJ function unit. The software discussed are the industry leaders and have made the job of producing computer-based animations much easier. The programs are Adobe Premiere, Adobe After Effects, Apple QuickTime and Macromedia Flash .
Inner Ear Damage during Decompression from Deep Dives 1975-1982.
1984-01-01
was controlled and delivered by a computer-based system (PDP 11/04 computer; Digital Equipment Corp.). During training and testing, the animals were...decompression sickness. Initial trials with control animals had shown that the monkeys could withstand the Table 6 treatment .thout showing visible...observed shortly after the dive (Fig. 3). In this regard, the amount of exudate is similar to that observed in control animals. Moreover, bone and/or
Campbell, Vincent
2009-03-01
Extinct animals have always been popular subjects for the media, in both fiction, and factual output. In recent years, a distinctive new type of factual television program has emerged in which computer generated imagery is used extensively to bring extinct animals back to life. Such has been the commercial audience success of these programs that they have generated some public and academic debates about their relative status as science, documentary, and entertainment, as well as about their reflection of trends in factual television production, and the aesthetic tensions in the application of new media technologies. Such discussions ignore a crucial contextual feature of computer generated extinct animal programs, namely the established tradition of paleoimagery. This paper examines a selection of extinct animal shows in terms of the dominant frames of the paleoimagery genre. The paper suggests that such an examination has two consequences. First, it allows for a more context-sensitive evaluation of extinct animal programs, acknowledging rather than ignoring relevant representational traditions. Second, it allows for an appraisal and evaluation of public and critical reception of extinct animal programs above and beyond the traditional debates about tensions between science, documentary, entertainment, and public understanding.
Fernando, Rohan L; Cheng, Hao; Golden, Bruce L; Garrick, Dorian J
2016-12-08
Two types of models have been used for single-step genomic prediction and genome-wide association studies that include phenotypes from both genotyped animals and their non-genotyped relatives. The two types are breeding value models (BVM) that fit breeding values explicitly and marker effects models (MEM) that express the breeding values in terms of the effects of observed or imputed genotypes. MEM can accommodate a wider class of analyses, including variable selection or mixture model analyses. The order of the equations that need to be solved and the inverses required in their construction vary widely, and thus the computational effort required depends upon the size of the pedigree, the number of genotyped animals and the number of loci. We present computational strategies to avoid storing large, dense blocks of the MME that involve imputed genotypes. Furthermore, we present a hybrid model that fits a MEM for animals with observed genotypes and a BVM for those without genotypes. The hybrid model is computationally attractive for pedigree files containing millions of animals with a large proportion of those being genotyped. We demonstrate the practicality on both the original MEM and the hybrid model using real data with 6,179,960 animals in the pedigree with 4,934,101 phenotypes and 31,453 animals genotyped at 40,214 informative loci. To complete a single-trait analysis on a desk-top computer with four graphics cards required about 3 h using the hybrid model to obtain both preconditioned conjugate gradient solutions and 42,000 Markov chain Monte-Carlo (MCMC) samples of breeding values, which allowed making inferences from posterior means, variances and covariances. The MCMC sampling required one quarter of the effort when the hybrid model was used compared to the published MEM. We present a hybrid model that fits a MEM for animals with genotypes and a BVM for those without genotypes. Its practicality and considerable reduction in computing effort was demonstrated. This model can readily be extended to accommodate multiple traits, multiple breeds, maternal effects, and additional random effects such as polygenic residual effects.
Sound For Animation And Virtual Reality
NASA Technical Reports Server (NTRS)
Hahn, James K.; Docter, Pete; Foster, Scott H.; Mangini, Mark; Myers, Tom; Wenzel, Elizabeth M.; Null, Cynthia (Technical Monitor)
1995-01-01
Sound is an integral part of the experience in computer animation and virtual reality. In this course, we will present some of the important technical issues in sound modeling, rendering, and synchronization as well as the "art" and business of sound that are being applied in animations, feature films, and virtual reality. The central theme is to bring leading researchers and practitioners from various disciplines to share their experiences in this interdisciplinary field. The course will give the participants an understanding of the problems and techniques involved in producing and synchronizing sounds, sound effects, dialogue, and music. The problem spans a number of domains including computer animation and virtual reality. Since sound has been an integral part of animations and films much longer than for computer-related domains, we have much to learn from traditional animation and film production. By bringing leading researchers and practitioners from a wide variety of disciplines, the course seeks to give the audience a rich mixture of experiences. It is expected that the audience will be able to apply what they have learned from this course in their research or production.
A Novel Interactive Exoskeletal Robot for Overground Locomotion Studies in Rats.
Song, Yun Seong; Hogan, Neville
2015-07-01
This paper introduces a newly developed apparatus, Iron Rat, for locomotion research in rodents. Its main purpose is to allow maximal freedom of voluntary overground movement of the animal while providing forceful interaction to the hindlimbs. Advantages and challenges of the proposed exoskeletal apparatus over other existing designs are discussed. Design and implementation challenges are presented and discussed, emphasizing their implications for free, voluntary movement of the animal. A live-animal experiment was conducted to assess the design. Unconstrained natural movement of the animal was compared with its movement with the exoskeletal module attached. The compact design and back-drivable implementation of this apparatus will allow novel experimental manipulations that may include forceful yet compliant dynamic interaction with the animal's overground locomotion.
Children's Interpretations of Computer-Animated Dinosaurs in Live Theatre: "Dinosaurus".
ERIC Educational Resources Information Center
Klein, Jeanne M.
To explore media theories of perceived reality regarding factuality, social, and physical realism, and "videocy" (or theatrical spectacle), 32 children in first, third, and fifth grades were individually interviewed after attending a production of "Dinosaurus" which included computer-animated dinosaurs. Contrary to beliefs that…
Computational Models and Emergent Properties of Respiratory Neural Networks
Lindsey, Bruce G.; Rybak, Ilya A.; Smith, Jeffrey C.
2012-01-01
Computational models of the neural control system for breathing in mammals provide a theoretical and computational framework bringing together experimental data obtained from different animal preparations under various experimental conditions. Many of these models were developed in parallel and iteratively with experimental studies and provided predictions guiding new experiments. This data-driven modeling approach has advanced our understanding of respiratory network architecture and neural mechanisms underlying generation of the respiratory rhythm and pattern, including their functional reorganization under different physiological conditions. Models reviewed here vary in neurobiological details and computational complexity and span multiple spatiotemporal scales of respiratory control mechanisms. Recent models describe interacting populations of respiratory neurons spatially distributed within the Bötzinger and pre-Bötzinger complexes and rostral ventrolateral medulla that contain core circuits of the respiratory central pattern generator (CPG). Network interactions within these circuits along with intrinsic rhythmogenic properties of neurons form a hierarchy of multiple rhythm generation mechanisms. The functional expression of these mechanisms is controlled by input drives from other brainstem components, including the retrotrapezoid nucleus and pons, which regulate the dynamic behavior of the core circuitry. The emerging view is that the brainstem respiratory network has rhythmogenic capabilities at multiple levels of circuit organization. This allows flexible, state-dependent expression of different neural pattern-generation mechanisms under various physiological conditions, enabling a wide repertoire of respiratory behaviors. Some models consider control of the respiratory CPG by pulmonary feedback and network reconfiguration during defensive behaviors such as cough. Future directions in modeling of the respiratory CPG are considered. PMID:23687564
Wu, Xiao-Lin; Sun, Chuanyu; Beissinger, Timothy M; Rosa, Guilherme Jm; Weigel, Kent A; Gatti, Natalia de Leon; Gianola, Daniel
2012-09-25
Most Bayesian models for the analysis of complex traits are not analytically tractable and inferences are based on computationally intensive techniques. This is true of Bayesian models for genome-enabled selection, which uses whole-genome molecular data to predict the genetic merit of candidate animals for breeding purposes. In this regard, parallel computing can overcome the bottlenecks that can arise from series computing. Hence, a major goal of the present study is to bridge the gap to high-performance Bayesian computation in the context of animal breeding and genetics. Parallel Monte Carlo Markov chain algorithms and strategies are described in the context of animal breeding and genetics. Parallel Monte Carlo algorithms are introduced as a starting point including their applications to computing single-parameter and certain multiple-parameter models. Then, two basic approaches for parallel Markov chain Monte Carlo are described: one aims at parallelization within a single chain; the other is based on running multiple chains, yet some variants are discussed as well. Features and strategies of the parallel Markov chain Monte Carlo are illustrated using real data, including a large beef cattle dataset with 50K SNP genotypes. Parallel Markov chain Monte Carlo algorithms are useful for computing complex Bayesian models, which does not only lead to a dramatic speedup in computing but can also be used to optimize model parameters in complex Bayesian models. Hence, we anticipate that use of parallel Markov chain Monte Carlo will have a profound impact on revolutionizing the computational tools for genomic selection programs.
2012-01-01
Background Most Bayesian models for the analysis of complex traits are not analytically tractable and inferences are based on computationally intensive techniques. This is true of Bayesian models for genome-enabled selection, which uses whole-genome molecular data to predict the genetic merit of candidate animals for breeding purposes. In this regard, parallel computing can overcome the bottlenecks that can arise from series computing. Hence, a major goal of the present study is to bridge the gap to high-performance Bayesian computation in the context of animal breeding and genetics. Results Parallel Monte Carlo Markov chain algorithms and strategies are described in the context of animal breeding and genetics. Parallel Monte Carlo algorithms are introduced as a starting point including their applications to computing single-parameter and certain multiple-parameter models. Then, two basic approaches for parallel Markov chain Monte Carlo are described: one aims at parallelization within a single chain; the other is based on running multiple chains, yet some variants are discussed as well. Features and strategies of the parallel Markov chain Monte Carlo are illustrated using real data, including a large beef cattle dataset with 50K SNP genotypes. Conclusions Parallel Markov chain Monte Carlo algorithms are useful for computing complex Bayesian models, which does not only lead to a dramatic speedup in computing but can also be used to optimize model parameters in complex Bayesian models. Hence, we anticipate that use of parallel Markov chain Monte Carlo will have a profound impact on revolutionizing the computational tools for genomic selection programs. PMID:23009363
Discipline-based planetary education research and computational fluid dynamics analysis of Mars
NASA Astrophysics Data System (ADS)
Coba, Filis
This thesis originates from the testing and implementation of an IRB-approved interactive animation designed to help students understand what causes The Reasons For The Seasons (RFTS) on Earth. Results from the testing indicated a small improvement in student understanding after exposure to the animation. Next, using the 3-D mapping tool Google Earth, students explored seasons and other planetary features on Mercury, Venus, the Moon and Mars through IRB-approved interactive tours which were developed and tested for astronomy education. Results from the tests indicated that there were statistically significant learning gains (p-value < 0.05) after students interacted with the tours compared to those who did not. The development of the tours inspired a geophysics study of the possibility of former plate motion (or plate tectonics) on Mars. A 2-D finite element convection model for the mantle of Mars was designed and solved using COMSOL Multiphysics 5.1, to investigate whether or not thermal gradients in a Mars-sized planet could cause vigorous upper mantle convection, consistent with plate tectonic processes. Results from this project indicated that stable convection could occur in the interior of a Mars-like planet assuming the presence of sufficiently high thermal gradients at about 0.8 times the mantle temperature of Earth. The convective patterns resembled hot upwelling and cool downwelling which may be similar to subduction-like features. Furthermore, increasing the temperature of the hot boundaries resulted in faster, more rigorous convective motions and a hotter average temperature.
NASA Astrophysics Data System (ADS)
Howard, Cody Jerome
The global pattern of expanding urban centers and increasing agricultural intensity is leading to more frequent interactions between air pollution emissions from urban and agricultural sources. The confluence of these emissions that traditionally have been separated by hundreds of kilometers is creating new air quality challenges in numerous regions across the United States. An area of particular interest is California's San Joaquin Valley (SJV), which has an agricultural output higher than many countries, a rapidly expanding human population, and ozone concentrations that are already higher than many dense urban areas. New regulations in the SJV restrict emissions of reactive organic gases (ROG) from animal sources in an attempt to meet Federal and State ozone standards designed to protect human health. A transportable "smog" chamber was developed and tested to directly measure the ozone formation potential of a variety of agricultural emissions in representative urban and rural atmospheres. After validation of the experimental procedure, four animal types were examined: beef cattle, dairy cattle, swine, and poultry, as well as six commonly used animal feeds: cereal silage (wheat grain and oat grain), alfalfa silage, corn silage, high moisture ground corn, almond shells, almond hulls, and total mixed ration. The emitted ROG composition was also measured so that the theoretical incremental reactivity could be calculated for a variety of atmospheres and directly compared with the measured ozone formation potential (OFP) under the experimental conditions. A computational model was created based on a modified form of the Caltech Atmospheric Chemistry Mechanism and validated against experimental results. After validation, the computational model was used to predict OFP across a range of NOx and ROG concentrations. The ROG OFP measurements combined with adjusted agricultural ROG emissions inventory estimates were used to predict the actual ozone production in the SJV attributed to the various agricultural sources.
Ontogeny of collective behavior reveals a simple attraction rule.
Hinz, Robert C; de Polavieja, Gonzalo G
2017-02-28
The striking patterns of collective animal behavior, including ant trails, bird flocks, and fish schools, can result from local interactions among animals without centralized control. Several of these rules of interaction have been proposed, but it has proven difficult to discriminate which ones are implemented in nature. As a method to better discriminate among interaction rules, we propose to follow the slow birth of a rule of interaction during animal development. Specifically, we followed the development of zebrafish, Danio rerio , and found that larvae turn toward each other from 7 days postfertilization and increase the intensity of interactions until 3 weeks. This developmental dataset allows testing the parameter-free predictions of a simple rule in which animals attract each other part of the time, with attraction defined as turning toward another animal chosen at random. This rule makes each individual likely move to a high density of conspecifics, and moving groups naturally emerge. Development of attraction strength corresponds to an increase in the time spent in attraction behavior. Adults were found to follow the same attraction rule, suggesting a potential significance for adults of other species.
ERIC Educational Resources Information Center
Lee, Eun-Ju; Nass, Clifford
2002-01-01
Presents two experiments to address the questions of if and how normative social influence operates in anonymous computer-mediated communication and human-computer interaction. Finds that the perception of interaction partner (human vs. computer) moderated the group conformity effect such that the undergraduate student subjects expressed greater…
Johnson, Lynne L; Schofield, Lorraine; Donahay, Tammy; Bouchard, Mark; Poppas, Athena; Haubner, Roland
2008-07-01
Our aim was to image angiogenesis produced by endomyocardial injection of phVEGF165 in a swine model of hibernating myocardium using [123I]Gluco-arginine-glycine-aspartic acid (RGD) targeting the alphavbeta3 integrins. A noninvasive test to monitor the efficacy of therapy inducing angiogenesis is needed. The interaction between extracellular matrix and endothelial cells in sprouting capillaries is effected primarily by alphavbeta3 integrins that bind through RGD motifs. At 21 +/- 4 days, after left circumflex coronary artery ameroid constrictor placement, 8 swine received endomyocardial injection of 1.2 mg phVEGF165 divided into 6 sites and 6 swine received saline (S) using nonfluoroscopic 3-dimensional endocardial mapping system (Noga)-guided delivery. After 20 +/- 6 days, 13 animals were injected with 6.4 +/- 1.7 mCi [123I]Gluco-RGD, 1 VEGF (vascular endothelial growth factor)-injected animal with I-123-labeled peptide control, and all animals with 2.5 +/- 0.4 mCi of Tl-201 and underwent single-photon emission computed tomography imaging. Blood flow and echocardiographic measurements were made at both time points and tissue analyzed for fibrosis and capillary density by lectin staining. Hibernating myocardium in the ameroid constrictor territory at time of injections was documented by reduced wall thickening compared with remote. Ratio of myocardial blood flow in left circumflex coronary artery/left anterior descending coronary artery territories increased by 15 +/- 11% in the VEGF animals and fell 13 +/- 12% in S-injected (p < 0.01). There was a small increase in wall thickening in constrictor territory after VEGF (8 +/- 17%) while in S-injected animals wall thickening fell by 23 +/- 31% (p = 0.01 vs. VEGF). Lectin staining as percent positive tissue staining for ameroid territory was higher in VEGF-injected compared with S-injected animals (2.5 +/- 1.5% vs. 0.87 +/- 0.52%, p = 0.01). Focal uptake of [123I]Gluco-RGD corresponding to Tl-201 defects was seen in VEGF-injected but not in S-injected animals. [123I]Gluco-RGD uptake in the ameroid territory as percent injected dose correlated with lectin staining (R2 = 0.80, p = 0.002). These data suggest that single-photon emission computed tomography imaging of radiolabeled RGD peptides may be a useful noninvasive method to monitor therapy that induces angiogenesis in the heart.
Techniques for animation of CFD results. [computational fluid dynamics
NASA Technical Reports Server (NTRS)
Horowitz, Jay; Hanson, Jeffery C.
1992-01-01
Video animation is becoming increasingly vital to the computational fluid dynamics researcher, not just for presentation, but for recording and comparing dynamic visualizations that are beyond the current capabilities of even the most powerful graphic workstation. To meet these needs, Lewis Research Center has recently established a facility to provide users with easy access to advanced video animation capabilities. However, producing animation that is both visually effective and scientifically accurate involves various technological and aesthetic considerations that must be understood both by the researcher and those supporting the visualization process. These considerations include: scan conversion, color conversion, and spatial ambiguities.
Visualizing Dispersion Interactions
ERIC Educational Resources Information Center
Gottschalk, Elinor; Venkataraman, Bhawani
2014-01-01
An animation and accompanying activity has been developed to help students visualize how dispersion interactions arise. The animation uses the gecko's ability to walk on vertical surfaces to illustrate how dispersion interactions play a role in macroscale outcomes. Assessment of student learning reveals that students were able to develop…
Pre- and post-processing for Cosmic/NASTRAN on personal computers and mainframes
NASA Technical Reports Server (NTRS)
Kamel, H. A.; Mobley, A. V.; Nagaraj, B.; Watkins, K. W.
1986-01-01
An interface between Cosmic/NASTRAN and GIFTS has recently been released, combining the powerful pre- and post-processing capabilities of GIFTS with Cosmic/NASTRAN's analysis capabilities. The interface operates on a wide range of computers, even linking Cosmic/NASTRAN and GIFTS when the two are on different computers. GIFTS offers a wide range of elements for use in model construction, each translated by the interface into the nearest Cosmic/NASTRAN equivalent; and the options of automatic or interactive modelling and loading in GIFTS make pre-processing easy and effective. The interface itself includes the programs GFTCOS, which creates the Cosmic/NASTRAN input deck (and, if desired, control deck) from the GIFTS Unified Data Base, COSGFT, which translates the displacements from the Cosmic/NASTRAN analysis back into GIFTS; and HOSTR, which handles stress computations for a few higher-order elements available in the interface, but not supported by the GIFTS processor STRESS. Finally, the versatile display options in GIFTS post-processing allow the user to examine the analysis results through an especially wide range of capabilities, including such possibilities as creating composite loading cases, plotting in color and animating the analysis.
Nagaraj, Shivashankar H.; Gasser, Robin B.; Ranganathan, Shoba
2008-01-01
Background Parasitic nematodes of humans, other animals and plants continue to impose a significant public health and economic burden worldwide, due to the diseases they cause. Promising antiparasitic drug and vaccine candidates have been discovered from excreted or secreted (ES) proteins released from the parasite and exposed to the immune system of the host. Mining the entire expressed sequence tag (EST) data available from parasitic nematodes represents an approach to discover such ES targets. Methods and Findings In this study, we predicted, using EST2Secretome, a novel, high-throughput, computational workflow system, 4,710 ES proteins from 452,134 ESTs derived from 39 different species of nematodes, parasitic in animals (including humans) or plants. In total, 2,632, 786, and 1,292 ES proteins were predicted for animal-, human-, and plant-parasitic nematodes. Subsequently, we systematically analysed ES proteins using computational methods. Of these 4,710 proteins, 2,490 (52.8%) had orthologues in Caenorhabditis elegans, whereas 621 (13.8%) appeared to be novel, currently having no significant match to any molecule available in public databases. Of the C. elegans homologues, 267 had strong “loss-of-function” phenotypes by RNA interference (RNAi) in this nematode. We could functionally classify 1,948 (41.3%) sequences using the Gene Ontology (GO) terms, establish pathway associations for 573 (12.2%) sequences using Kyoto Encyclopaedia of Genes and Genomes (KEGG), and identify protein interaction partners for 1,774 (37.6%) molecules. We also mapped 758 (16.1%) proteins to protein domains including the nematode-specific protein family “transthyretin-like” and “chromadorea ALT,” considered as vaccine candidates against filariasis in humans. Conclusions We report the large-scale analysis of ES proteins inferred from EST data for a range of parasitic nematodes. This set of ES proteins provides an inventory of known and novel members of ES proteins as a foundation for studies focused on understanding the biology of parasitic nematodes and their interactions with their hosts, as well as for the development of novel drugs or vaccines for parasite intervention and control. PMID:18820748
The Effect of Electronic Storybooks on Struggling Fourth-Graders' Reading Comprehension
ERIC Educational Resources Information Center
Ertem, Ihsan Seyit
2010-01-01
This quantitative research examined the differences in struggling readers' comprehension of storybooks according to the medium of presentation. Each student was randomly assigned with one of three conditions: (1) computer presentation of storybooks with animation; (2) computer presentation of storybooks without animation; and (3) traditional print…
Modelling and Simulation as a Recognizing Method in Education
ERIC Educational Resources Information Center
Stoffa, Veronika
2004-01-01
Computer animation-simulation models of complex processes and events, which are the method of instruction, can be an effective didactic device. Gaining deeper knowledge about objects modelled helps to plan simulation experiments oriented on processes and events researched. Animation experiments realized on multimedia computers can aid easier…
Classical Cosmology Through Animation Stories
NASA Astrophysics Data System (ADS)
Mijic, Milan; Kang, E. Y. E.; Longson, T.; State LA SciVi Project, Cal
2010-05-01
Computer animations are a powerful tool for explanation and communication of ideas, especially to a younger generation. Our team completed a three part sequence of short, computer animated stories about the insight and discoveries that lead to the understanding of the overall structure of the universe. Our principal characters are Immanuel Kant, Henrietta Leavitt, and Edwin Hubble. We utilized animations to model and visualize the physical concepts behind each discovery and to recreate the characters, locations, and flavor of the time. The animations vary in length from 6 to 11 minutes. The instructors or presenters may wish to utilize them separately or together. The animations may be used for learning classical cosmology in a visual way in GE astronomy courses, in pre-college science classes, or in public science education setting.
Model-based video segmentation for vision-augmented interactive games
NASA Astrophysics Data System (ADS)
Liu, Lurng-Kuo
2000-04-01
This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.
Time and learning efficiency in Internet-based learning: a systematic review and meta-analysis.
Cook, David A; Levinson, Anthony J; Garside, Sarah
2010-12-01
Authors have claimed that Internet-based instruction promotes greater learning efficiency than non-computer methods. determine, through a systematic synthesis of evidence in health professions education, how Internet-based instruction compares with non-computer instruction in time spent learning, and what features of Internet-based instruction are associated with improved learning efficiency. we searched databases including MEDLINE, CINAHL, EMBASE, and ERIC from 1990 through November 2008. STUDY SELECTION AND DATA ABSTRACTION we included all studies quantifying learning time for Internet-based instruction for health professionals, compared with other instruction. Reviewers worked independently, in duplicate, to abstract information on interventions, outcomes, and study design. we identified 20 eligible studies. Random effects meta-analysis of 8 studies comparing Internet-based with non-Internet instruction (positive numbers indicating Internet longer) revealed pooled effect size (ES) for time -0.10 (p = 0.63). Among comparisons of two Internet-based interventions, providing feedback adds time (ES 0.67, p =0.003, two studies), and greater interactivity generally takes longer (ES 0.25, p = 0.089, five studies). One study demonstrated that adapting to learner prior knowledge saves time without significantly affecting knowledge scores. Other studies revealed that audio narration, video clips, interactive models, and animations increase learning time but also facilitate higher knowledge and/or satisfaction. Across all studies, time correlated positively with knowledge outcomes (r = 0.53, p = 0.021). on average, Internet-based instruction and non-computer instruction require similar time. Instructional strategies to enhance feedback and interactivity typically prolong learning time, but in many cases also enhance learning outcomes. Isolated examples suggest potential for improving efficiency in Internet-based instruction.
Fumagalli, Amos; Parravicini, Chiara; Marinovich, Marina; Eberini, Ivano
2014-01-01
Our research is aimed at devising and assessing a computational approach to evaluate the affinity of endocrine active substances (EASs) and their metabolites towards the ligand binding domain (LBD) of the androgen receptor (AR) in three distantly related species: human, rat, and zebrafish. We computed the affinity for all the selected molecules following a computational approach based on molecular modelling and docking. Three different classes of molecules with well-known endocrine activity (iprodione, procymidone, vinclozolin, and a selection of their metabolites) were evaluated. Our approach was demonstrated useful as the first step of chemical safety evaluation since ligand-target interaction is a necessary condition for exerting any biological effect. Moreover, a different sensitivity concerning AR LBD was computed for the tested species (rat being the least sensitive of the three). This evidence suggests that, in order not to over−/under-estimate the risks connected with the use of a chemical entity, further in vitro and/or in vivo tests should be carried out only after an accurate evaluation of the most suitable cellular system or animal species. The introduction of in silico approaches to evaluate hazard can accelerate discovery and innovation with a lower economic effort than with a fully wet strategy. PMID:25111804
Galli, Corrado Lodovico; Sensi, Cristina; Fumagalli, Amos; Parravicini, Chiara; Marinovich, Marina; Eberini, Ivano
2014-01-01
Our research is aimed at devising and assessing a computational approach to evaluate the affinity of endocrine active substances (EASs) and their metabolites towards the ligand binding domain (LBD) of the androgen receptor (AR) in three distantly related species: human, rat, and zebrafish. We computed the affinity for all the selected molecules following a computational approach based on molecular modelling and docking. Three different classes of molecules with well-known endocrine activity (iprodione, procymidone, vinclozolin, and a selection of their metabolites) were evaluated. Our approach was demonstrated useful as the first step of chemical safety evaluation since ligand-target interaction is a necessary condition for exerting any biological effect. Moreover, a different sensitivity concerning AR LBD was computed for the tested species (rat being the least sensitive of the three). This evidence suggests that, in order not to over-/under-estimate the risks connected with the use of a chemical entity, further in vitro and/or in vivo tests should be carried out only after an accurate evaluation of the most suitable cellular system or animal species. The introduction of in silico approaches to evaluate hazard can accelerate discovery and innovation with a lower economic effort than with a fully wet strategy.
Deep conservation of cis-regulatory elements in metazoans
Maeso, Ignacio; Irimia, Manuel; Tena, Juan J.; Casares, Fernando; Gómez-Skarmeta, José Luis
2013-01-01
Despite the vast morphological variation observed across phyla, animals share multiple basic developmental processes orchestrated by a common ancestral gene toolkit. These genes interact with each other building complex gene regulatory networks (GRNs), which are encoded in the genome by cis-regulatory elements (CREs) that serve as computational units of the network. Although GRN subcircuits involved in ancient developmental processes are expected to be at least partially conserved, identification of CREs that are conserved across phyla has remained elusive. Here, we review recent studies that revealed such deeply conserved CREs do exist, discuss the difficulties associated with their identification and describe new approaches that will facilitate this search. PMID:24218633
DOE Office of Scientific and Technical Information (OSTI.GOV)
Reed, M.; Jayko, K.; Bowles, A.
1986-10-01
A numerical model system was developed to assess quantitatively the probability that endangered bowhead and gray whales will encounter spilled oil in Alaskan waters. Bowhead and gray whale migration diving-surfacing models, and an oil-spill-trajectory model comprise the system. The migration models were developed from conceptual considerations, then calibrated with and tested against observations. The distribution of animals is represented in space and time by discrete points, each of which may represent one or more whales. The movement of a whale point is governed by a random-walk algorithm which stochastically follows a migratory pathway.
Real-time, interactive animation of deformable two- and three-dimensional objects
Desbrun, Mathieu; Schroeder, Peter; Meyer, Mark; Barr, Alan H.
2003-06-03
A method of updating in real-time the locations and velocities of mass points of a two- or three-dimensional object represented by a mass-spring system. A modified implicit Euler integration scheme is employed to determine the updated locations and velocities. In an optional post-integration step, the updated locations are corrected to preserve angular momentum. A processor readable medium and a network server each tangibly embodying the method are also provided. A system comprising a processor in combination with the medium, and a system comprising the server in combination with a client for accessing the server over a computer network, are also provided.
MOM3D/EM-ANIMATE - MOM3D WITH ANIMATION CODE
NASA Technical Reports Server (NTRS)
Shaeffer, J. F.
1994-01-01
MOM3D (LAR-15074) is a FORTRAN method-of-moments electromagnetic analysis algorithm for open or closed 3-D perfectly conducting or resistive surfaces. Radar cross section with plane wave illumination is the prime analysis emphasis; however, provision is also included for local port excitation for computing antenna gain patterns and input impedances. The Electric Field Integral Equation form of Maxwell's equations is solved using local triangle couple basis and testing functions with a resultant system impedance matrix. The analysis emphasis is not only for routine RCS pattern predictions, but also for phenomenological diagnostics: bistatic imaging, currents, and near scattered/total electric fields. The images, currents, and near fields are output in form suitable for animation. MOM3D computes the full backscatter and bistatic radar cross section polarization scattering matrix (amplitude and phase), body currents and near scattered and total fields for plane wave illumination. MOM3D also incorporates a new bistatic k space imaging algorithm for computing down range and down/cross range diagnostic images using only one matrix inversion. MOM3D has been made memory and cpu time efficient by using symmetric matrices, symmetric geometry, and partitioned fixed and variable geometries suitable for design iteration studies. MOM3D may be run interactively or in batch mode on 486 IBM PCs and compatibles, UNIX workstations or larger computers. A 486 PC with 16 megabytes of memory has the potential to solve a 30 square wavelength (containing 3000 unknowns) symmetric configuration. Geometries are described using a triangular mesh input in the form of a list of spatial vertex points and a triangle join connection list. The EM-ANIMATE (LAR-15075) program is a specialized visualization program that displays and animates the near-field and surface-current solutions obtained from an electromagnetics program, in particular, that from MOM3D. The EM-ANIMATE program is windows based and contains a user-friendly, graphical interface for setting viewing options, case selection, file manipulation, etc. EM-ANIMATE displays the field and surface-current magnitude as smooth shaded color fields (color contours) ranging from a minimum contour value to a maximum contour value for the fields and surface currents. The program can display either the total electric field or the scattered electric field in either time-harmonic animation mode or in the root mean square (RMS) average mode. The default setting is initially set to the minimum and maximum values within the field and surface current data and can be optionally set by the user. The field and surface-current value are animated by calculating and viewing the solution at user selectable radian time increments between 0 and 2pi. The surface currents can also be displayed in either time-harmonic animation mode or in RMS average mode. In RMS mode, the color contours do not vary with time, but show the constant time averaged field and surface-current magnitude solution. The electric field and surface-current directions can be displayed as scaled vector arrows which have a length proportional to the magnitude at each field grid point or surface node point. These vector properties can be viewed separately or concurrently with the field or surface-current magnitudes. Animation speed is improved by turning off the display of the vector arrows. In RMS modes, the direction vectors are still displayed as varying with time since the time averaged direction vectors would be zero length vectors. Other surface properties can optionally be viewed. These include the surface grid, the resistance value assigned to each element of the grid, and the power dissipation of each element which has an assigned resistance value. The EM-ANIMATE program will accept up to 10 different surface current cases each consisting of up to 20,000 node points and 10,000 triangle definitions and will animate one of these cases. The capability is used to compare surface-current distribution due to various initial excitation directions or electric field orientations. The program can accept up to 50 planes of field data consisting of a grid of 100 by 100 field points. These planes of data are user selectable and can be viewed individually or concurrently. With these preset limits, the program requires 55 megabytes of core memory to run. These limits can be changed in the header files to accommodate the available core memory of an individual workstation. An estimate of memory required can be made as follows: approximate memory in bytes equals (number of nodes times number of surfaces times 14 variables times bytes per word, typically 4 bytes per floating point) plus (number of field planes times number of nodes per plane times 21 variables times bytes per word). This gives the approximate memory size required to store the field and surface-current data. The total memory size is approximately 400,000 bytes plus the data memory size. The animation calculations are performed in real time at any user set time step. For Silicon Graphics Workstations that have multiple processors, this program has been optimized to perform these calculations on multiple processors to increase animation rates. The optimized program uses the SGI PFA (Power FORTRAN Accelerator) library. On single processor machines, the parallelization directives are seen as comments to the program and will have no effect on compilation or execution. MOM3D and EM-ANIMATE are written in FORTRAN 77 for interactive or batch execution on SGI series computers running IRIX 3.0 or later. The RAM requirements for these programs vary with the size of the problem being solved. A minimum of 30Mb of RAM is required for execution of EM-ANIMATE; however, the code may be modified to accommodate the available memory of an individual workstation. For EM-ANIMATE, twenty-four bit, double-buffered color capability is suggested, but not required. Sample executables and sample input and output files are provided. Electronic documentation is provided for both EM-ANIMATE and MOM3D in PostScript format. Documentation for EM-ANIMATE is also provided in the form of IRIX man pages. The standard distribution medium for COS-10048 is a .25 inch streaming magnetic IRIX tape cartridge in UNIX tar format. MOM3D and EM-ANIMATE are also available separately as LAR-15074 and LAR-15075, respectively. MOM3D was developed in 1992. EM-ANIMATE was developed in 1993.
Richeson, Nancy E
2003-01-01
The effects of a therapeutic recreation intervention using animal-assisted therapy (AAT) on the agitated behaviors and social interactions of older adults with dementia were examined using the Cohen-Mansfield Agitation Inventory and the Animal-Assisted Therapy Flow Sheet. In a pilot study, 15 nursing home residents with dementia participated in a daily AAT intervention for three weeks. Results showed statistically significant decreases in agitated behaviors and a statistically significant increase in social interaction pretest to post-test.
DOE Office of Scientific and Technical Information (OSTI.GOV)
O'Donnell, T.J.; Olson, A.J.
1981-08-01
GRAMPS, a graphics language interpreter has been developed in FORTRAN 77 to be used in conjunction with an interactive vector display list processor (Evans and Sutherland Multi-Picture-System). Several of the features of the language make it very useful and convenient for real-time scene construction, manipulation and animation. The GRAMPS language syntax allows natural interaction with scene elements as well as easy, interactive assignment of graphics input devices. GRAMPS facilitates the creation, manipulation and copying of complex nested picture structures. The language has a powerful macro feature that enables new graphics commands to be developed and incorporated interactively. Animation may bemore » achieved in GRAMPS by two different, yet mutually compatible means. Picture structures may contain framed data, which consist of a sequence of fixed objects. These structures may be displayed sequentially to give a traditional frame animation effect. In addition, transformation information on picture structures may be saved at any time in the form of new macro commands that will transform these structures from one saved state to another in a specified number of steps, yielding an interpolated transformation animation effect. An overview of the GRAMPS command structure is given and several examples of application of the language to molecular modeling and animation are presented.« less
Animals in a bacterial world, a new imperative for the life sciences
McFall-Ngai, Margaret; Hadfield, Michael G.; Bosch, Thomas C. G.; Carey, Hannah V.; Domazet-Lošo, Tomislav; Douglas, Angela E.; Dubilier, Nicole; Eberl, Gerard; Fukami, Tadashi; Gilbert, Scott F.; Hentschel, Ute; King, Nicole; Kjelleberg, Staffan; Knoll, Andrew H.; Kremer, Natacha; Mazmanian, Sarkis K.; Metcalf, Jessica L.; Nealson, Kenneth; Pierce, Naomi E.; Rawls, John F.; Reid, Ann; Ruby, Edward G.; Rumpho, Mary; Sanders, Jon G.; Tautz, Diethard; Wernegreen, Jennifer J.
2013-01-01
In the last two decades, the widespread application of genetic and genomic approaches has revealed a bacterial world astonishing in its ubiquity and diversity. This review examines how a growing knowledge of the vast range of animal–bacterial interactions, whether in shared ecosystems or intimate symbioses, is fundamentally altering our understanding of animal biology. Specifically, we highlight recent technological and intellectual advances that have changed our thinking about five questions: how have bacteria facilitated the origin and evolution of animals; how do animals and bacteria affect each other’s genomes; how does normal animal development depend on bacterial partners; how is homeostasis maintained between animals and their symbionts; and how can ecological approaches deepen our understanding of the multiple levels of animal–bacterial interaction. As answers to these fundamental questions emerge, all biologists will be challenged to broaden their appreciation of these interactions and to include investigations of the relationships between and among bacteria and their animal partners as we seek a better understanding of the natural world. PMID:23391737
Interaction and the Architecture of the Brain. Perspectives
ERIC Educational Resources Information Center
Friedman, Dorian
2006-01-01
Recent advances in developmental science can teach us a great deal about the value of specific kinds of human interactions in the earliest years of life for the developing brain architecture. Animal experiments indicate that enriched environments with opportunity for frequent interaction and new experiences can help the animals' brains develop…
Bacterial Influences on Animal Origins
Alegado, Rosanna A.; King, Nicole
2014-01-01
Animals evolved in seas teeming with bacteria, yet the influences of bacteria on animal origins are poorly understood. Comparisons among modern animals and their closest living relatives, the choanoflagellates, suggest that the first animals used flagellated collar cells to capture bacterial prey. The cell biology of prey capture, such as cell adhesion between predator and prey, involves mechanisms that may have been co-opted to mediate intercellular interactions during the evolution of animal multicellularity. Moreover, a history of bacterivory may have influenced the evolution of animal genomes by driving the evolution of genetic pathways for immunity and facilitating lateral gene transfer. Understanding the interactions between bacteria and the progenitors of animals may help to explain the myriad ways in which bacteria shape the biology of modern animals, including ourselves. PMID:25280764
Prinz, A; Bolz, M; Findl, O
2005-01-01
Background/aim: Owing to the complex topographical aspects of ophthalmic surgery, teaching with conventional surgical videos has led to a poor understanding among medical students. A novel multimedia three dimensional (3D) computer animated program, called “Ophthalmic Operation Vienna” has been developed, where surgical videos are accompanied by 3D animated sequences of all surgical steps for five operations. The aim of the study was to assess the effect of 3D animations on the understanding of cataract and glaucoma surgery among medical students. Method: Set in the Medical University of Vienna, Department of Ophthalmology, 172 students were randomised into two groups: a 3D group (n = 90), that saw the 3D animations and video sequences, and a control group (n = 82), that saw only the surgical videos. The narrated text was identical for both groups. After the presentation, students were questioned and tested using multiple choice questions. Results: Students in the 3D group found the interactive multimedia teaching methods to be a valuable supplement to the conventional surgical videos. The 3D group outperformed the control group not only in topographical understanding by 16% (p<0.0001), but also in theoretical understanding by 7% (p<0.003). Women in the 3D group gained most by 19% over the control group (p<0.0001). Conclusions: The use of 3D animations lead to a better understanding of difficult surgical topics among medical students, especially for female users. Gender related benefits of using multimedia should be further explored. PMID:16234460
Sperka, Daniel J; Ditterich, Jochen
2011-01-01
While computer-aided planning of human neurosurgeries is becoming more and more common, animal researchers still largely rely on paper atlases for planning their approach before implanting recording chambers to perform invasive recordings of neural activity, which makes this planning process tedious and error-prone. Here we present SPLASh (Stereotactic PLAnning Software), an interactive software tool for the stereotactic planning of recording chamber placement and electrode trajectories. SPLASh has been developed for monkey cortical recordings and relies on a combination of structural MRIs and electronic brain atlases. Since SPLASh is based on the neuroanatomy software Caret, it should also be possible to use it for other parts of the brain or other species for which Caret atlases are available. The tool allows the user to interactively evaluate different possible placements of recording chambers and to simulate electrode trajectories.
Sperka, Daniel J.; Ditterich, Jochen
2011-01-01
While computer-aided planning of human neurosurgeries is becoming more and more common, animal researchers still largely rely on paper atlases for planning their approach before implanting recording chambers to perform invasive recordings of neural activity, which makes this planning process tedious and error-prone. Here we present SPLASh (Stereotactic PLAnning Software), an interactive software tool for the stereotactic planning of recording chamber placement and electrode trajectories. SPLASh has been developed for monkey cortical recordings and relies on a combination of structural MRIs and electronic brain atlases. Since SPLASh is based on the neuroanatomy software Caret, it should also be possible to use it for other parts of the brain or other species for which Caret atlases are available. The tool allows the user to interactively evaluate different possible placements of recording chambers and to simulate electrode trajectories. PMID:21472085
Gravbox - The First Augmented Reality Sandbox for Gravitational Dynamics
NASA Astrophysics Data System (ADS)
Isbell, Jacob; Deam, Sophie; Reed, Mason; Bettis, Wyatt; Lu, Jianbo; Luppen, Zachary; Maier, Erin; McCurdy, Ross; Moore, Sadie; Fu, Hai
2018-01-01
Gravitational effects are an overarching theme in astronomy education, yet existing classroom demonstrations are insufficient in elucidating complex gravitational interactions. Inspired by the augmented reality (AR) sandbox developed by geologists, we have developed Gravbox, the first AR sandbox to demonstrate gravitational dynamics. The arbitrary topography of the sand surface represents the mass distribution of a two-dimensional universe. The computer reads the topography with a Kinect camera, calculates the orbit of a test particle with user-defined position and velocity, and projects the topography contour map and orbit animation with an overhead projector, all within a duty cycle of one second. This creates an interactive and intuitive tool to help students at all levels understand gravitational effects. In this contribution, we will describe the development of the Gravbox prototype and show its current capabilities. The Gravbox software will be publicly available along with a building tutorial.
Visual Activities for Assessing Non-science Majors’ Understanding in Introductory Astronomy
NASA Astrophysics Data System (ADS)
Loranz, Daniel; Prather, E. E.; Slater, T. F.
2006-12-01
One of the most ardent challenges for astronomy teachers is to deeply and meaningfully assess students’ conceptual and quantitative understanding of astronomy topics. In an effort to uncover students’ actual understanding, members and affiliates of the Conceptual Astronomy and Physics Education Research (CAPER) Team at the University of Arizona and Truckee Meadows Community College are creating and field-testing innovative approaches to assessment. Leveraging from the highly successful work on interactive lecture demonstrations from astronomy and physics education research, we are creating a series of conceptually rich questions that are matched to visually captivating and purposefully interactive astronomical animations. These conceptually challenging tasks are being created to span the entire domain of topics in introductory astronomy for non-science majoring undergraduates. When completed, these sorting tasks and vocabulary-in-context activities will be able to be delivered via a drag-and-drop computer interface.
Animation of multi-flexible body systems and its use in control system design
NASA Technical Reports Server (NTRS)
Juengst, Carl; Stahlberg, Ron
1993-01-01
Animation can greatly assist the structural dynamicist and control system analyst with better understanding of how multi-flexible body systems behave. For multi-flexible body systems, the structural characteristics (mode frequencies, mode shapes, and damping) change, sometimes dramatically with large angles of rotation between bodies. With computer animation, the analyst can visualize these changes and how the system responds to active control forces and torques. A characterization of the type of system we wish to animate is presented. The lack of clear understanding of the above effects was a key element leading to the development of a multi-flexible body animation software package. The resulting animation software is described in some detail here, followed by its application to the control system analyst. Other applications of this software can be determined on an individual need basis. A number of software products are currently available that make the high-speed rendering of rigid body mechanical system simulation possible. However, such options are not available for use in rendering flexible body mechanical system simulations. The desire for a high-speed flexible body visualization tool led to the development of the Flexible Or Rigid Mechanical System (FORMS) software. This software was developed at the Center for Simulation and Design Optimization of Mechanical Systems at the University of Iowa. FORMS provides interactive high-speed rendering of flexible and/or rigid body mechanical system simulations, and combines geometry and motion information to produce animated output. FORMS is designed to be both portable and flexible, and supports a number of different user interfaces and graphical display devices. Additional features have been added to FORMS that allow special visualization results related to the nature of the flexible body geometric representations.
a Geo-Visual Analytics Approach to Biological Shepherding: Modelling Animal Movements and Impacts
NASA Astrophysics Data System (ADS)
Benke, K. K.; Sheth, F.; Betteridge, K.; Pettit, C. J.; Aurambout, J.-P.
2012-07-01
The lamb industry in Victoria is a significant component of the state economy with annual exports in the vicinity of 1 billion. GPS and visualisation tools can be used to monitor grazing animal movements at the farm scale and observe interactions with the environment. Modelling the spatial-temporal movements of grazing animals in response to environmental conditions provides input for the design of paddocks with the aim of improving management procedures, animal performance and animal welfare. The term "biological shepherding" is associated with the re-design of environmental conditions and the analysis of responses from grazing animals. The combination of biological shepherding with geo-visual analytics (geo-spatial data analysis with visualisation) provides a framework for improving landscape design and supports research in grazing behaviour in variable landscapes, heat stress avoidance behaviour during summer months, and modelling excreta distributions (with respect to nitrogen emissions and nitrogen return for fertilising the paddock). Nitrogen losses due to excreta are mainly in the form of gaseous emissions to the atmosphere and leaching into the groundwater. In this study, background and context are provided in the case of biological shepherding and tracking animal movements. Examples are provided of recent applications in regional Australia and New Zealand. Based on experimental data and computer simulation, and using data visualisation and feature extraction, it was demonstrated that livestock excreta are not always randomly located, but concentrated around localised gathering points, sometimes separated by the nature of the excretion. Farmers require information on the nitrogen losses in order to reduce emissions to meet local and international nitrogen leaching and greenhouse gas targets and to improve the efficiency of nutrient management.
A 3D character animation engine for multimodal interaction on mobile devices
NASA Astrophysics Data System (ADS)
Sandali, Enrico; Lavagetto, Fabio; Pisano, Paolo
2005-03-01
Talking virtual characters are graphical simulations of real or imaginary persons that enable natural and pleasant multimodal interaction with the user, by means of voice, eye gaze, facial expression and gestures. This paper presents an implementation of a 3D virtual character animation and rendering engine, compliant with the MPEG-4 standard, running on Symbian-based SmartPhones. Real-time animation of virtual characters on mobile devices represents a challenging task, since many limitations must be taken into account with respect to processing power, graphics capabilities, disk space and execution memory size. The proposed optimization techniques allow to overcome these issues, guaranteeing a smooth and synchronous animation of facial expressions and lip movements on mobile phones such as Sony-Ericsson's P800 and Nokia's 6600. The animation engine is specifically targeted to the development of new "Over The Air" services, based on embodied conversational agents, with applications in entertainment (interactive story tellers), navigation aid (virtual guides to web sites and mobile services), news casting (virtual newscasters) and education (interactive virtual teachers).
New imaging systems in nuclear medicine. Final report, January 1, 1993--December 31, 1995
DOE Office of Scientific and Technical Information (OSTI.GOV)
NONE
1995-12-31
The aim of this program has been to improve the performance of positron emission tomography (PET) to achieve high resolution with high sensitivity. Towards this aim, the authors have carried out the following studies: (1) explored new techniques for detection of annihilation radiation including new detector materials and system geometries, specific areas that they have studied include--exploration of factors related to resolution and sensitivity of PET instrumentation including geometry, detection materials and coding, and the exploration of technique to improve the image quality by use of depth of interaction and increased sampling; (2) complete much of the final testing ofmore » PCR-II, an analog-coded cylindrical positron tomograph, developed and constructed during the current funding period; (3) developed the design of a positron microtomograph with mm resolution for quantitative studies in small animals, a single slice version of this device has been designed and studied by use of computer simulation; (4) continued and expanded the program of biological studies in animal models. Current studies have included imaging of animal models of Parkinson`s and Huntington`s disease and cancer. These studies have included new radiopharmaceuticals and techniques involving molecular biology.« less
A wireless neural recording system with a precision motorized microdrive for freely behaving animals
Hasegawa, Taku; Fujimoto, Hisataka; Tashiro, Koichiro; Nonomura, Mayu; Tsuchiya, Akira; Watanabe, Dai
2015-01-01
The brain is composed of many different types of neurons. Therefore, analysis of brain activity with single-cell resolution could provide fundamental insights into brain mechanisms. However, the electrical signal of an individual neuron is very small, and precise isolation of single neuronal activity from moving subjects is still challenging. To measure single-unit signals in actively behaving states, establishment of technologies that enable fine control of electrode positioning and strict spike sorting is essential. To further apply such a single-cell recording approach to small brain areas in naturally behaving animals in large spaces or during social interaction, we developed a compact wireless recording system with a motorized microdrive. Wireless control of electrode placement facilitates the exploration of single neuronal activity without affecting animal behaviors. Because the system is equipped with a newly developed data-encoding program, the recorded data are readily compressed almost to theoretical limits and securely transmitted to a host computer. Brain activity can thereby be stably monitored in real time and further analyzed using online or offline spike sorting. Our wireless recording approach using a precision motorized microdrive will become a powerful tool for studying brain mechanisms underlying natural or social behaviors. PMID:25597933
Quantitative Modeling of Human-Environment Interactions in Preindustrial Time
NASA Astrophysics Data System (ADS)
Sommer, Philipp S.; Kaplan, Jed O.
2017-04-01
Quantifying human-environment interactions and anthropogenic influences on the environment prior to the Industrial revolution is essential for understanding the current state of the earth system. This is particularly true for the terrestrial biosphere, but marine ecosystems and even climate were likely modified by human activities centuries to millennia ago. Direct observations are however very sparse in space and time, especially as one considers prehistory. Numerical models are therefore essential to produce a continuous picture of human-environment interactions in the past. Agent-based approaches, while widely applied to quantifying human influence on the environment in localized studies, are unsuitable for global spatial domains and Holocene timescales because of computational demands and large parameter uncertainty. Here we outline a new paradigm for the quantitative modeling of human-environment interactions in preindustrial time that is adapted to the global Holocene. Rather than attempting to simulate agency directly, the model is informed by a suite of characteristics describing those things about society that cannot be predicted on the basis of environment, e.g., diet, presence of agriculture, or range of animals exploited. These categorical data are combined with the properties of the physical environment in coupled human-environment model. The model is, at its core, a dynamic global vegetation model with a module for simulating crop growth that is adapted for preindustrial agriculture. This allows us to simulate yield and calories for feeding both humans and their domesticated animals. We couple this basic caloric availability with a simple demographic model to calculate potential population, and, constrained by labor requirements and land limitations, we create scenarios of land use and land cover on a moderate-resolution grid. We further implement a feedback loop where anthropogenic activities lead to changes in the properties of the physical environment, e.g., through soil erosion.
Müller, Klaus; Smielik, Ievgen; Hütwohl, Jan-Marco; Kuhnert, Klaus-Dieter; Witte, Klaudia
2017-01-01
Abstract The use of computer animation in behavioral research is a state-of-the-art method for designing and presenting animated animals to live test animals. The major advantages of computer animations are: (1) the creation of animated animal stimuli with high variability of morphology and even behavior; (2) animated stimuli provide highly standardized, controlled and repeatable testing procedures; and (3) they allow a reduction in the number of live test animals regarding the 3Rs principle. But the use of animated animals should be attended by a thorough validation for each test species to verify that behavior measured with live animals toward virtual animals can also be expected with natural stimuli. Here we present results on the validation of a custom-made simulation for animated 3D sailfin mollies Poecilia latipinna and show that responses of live test females were as strong to an animated fish as to a video or a live male fish. Movement of an animated stimulus was important but female response was stronger toward a swimming 3D fish stimulus than to a “swimming” box. Moreover, male test fish were able to discriminate between animated male and female stimuli; hence, rendering the animated 3D fish a useful tool in mate-choice experiments with sailfin mollies. PMID:29491964
Gierszewski, Stefanie; Müller, Klaus; Smielik, Ievgen; Hütwohl, Jan-Marco; Kuhnert, Klaus-Dieter; Witte, Klaudia
2017-02-01
The use of computer animation in behavioral research is a state-of-the-art method for designing and presenting animated animals to live test animals. The major advantages of computer animations are: (1) the creation of animated animal stimuli with high variability of morphology and even behavior; (2) animated stimuli provide highly standardized, controlled and repeatable testing procedures; and (3) they allow a reduction in the number of live test animals regarding the 3Rs principle. But the use of animated animals should be attended by a thorough validation for each test species to verify that behavior measured with live animals toward virtual animals can also be expected with natural stimuli. Here we present results on the validation of a custom-made simulation for animated 3D sailfin mollies Poecilia latipinna and show that responses of live test females were as strong to an animated fish as to a video or a live male fish. Movement of an animated stimulus was important but female response was stronger toward a swimming 3D fish stimulus than to a "swimming" box. Moreover, male test fish were able to discriminate between animated male and female stimuli; hence, rendering the animated 3D fish a useful tool in mate-choice experiments with sailfin mollies.
Acoustic communication in plant-animal interactions.
Schöner, Michael G; Simon, Ralph; Schöner, Caroline R
2016-08-01
Acoustic communication is widespread and well-studied in animals but has been neglected in other organisms such as plants. However, there is growing evidence for acoustic communication in plant-animal interactions. While knowledge about active acoustic signalling in plants (i.e. active sound production) is still in its infancy, research on passive acoustic signalling (i.e. reflection of animal sounds) revealed that bat-dependent plants have adapted to the bats' echolocation systems by providing acoustic reflectors to attract their animal partners. Understanding the proximate mechanisms and ultimate causes of acoustic communication will shed light on an underestimated dimension of information transfer between plants and animals. Copyright © 2016 Elsevier Ltd. All rights reserved.
Technical and conceptual considerations for using animated stimuli in studies of animal behavior.
Chouinard-Thuly, Laura; Gierszewski, Stefanie; Rosenthal, Gil G; Reader, Simon M; Rieucau, Guillaume; Woo, Kevin L; Gerlai, Robert; Tedore, Cynthia; Ingley, Spencer J; Stowers, John R; Frommen, Joachim G; Dolins, Francine L; Witte, Klaudia
2017-02-01
Rapid technical advances in the field of computer animation (CA) and virtual reality (VR) have opened new avenues in animal behavior research. Animated stimuli are powerful tools as they offer standardization, repeatability, and complete control over the stimulus presented, thereby "reducing" and "replacing" the animals used, and "refining" the experimental design in line with the 3Rs. However, appropriate use of these technologies raises conceptual and technical questions. In this review, we offer guidelines for common technical and conceptual considerations related to the use of animated stimuli in animal behavior research. Following the steps required to create an animated stimulus, we discuss (I) the creation, (II) the presentation, and (III) the validation of CAs and VRs. Although our review is geared toward computer-graphically designed stimuli, considerations on presentation and validation also apply to video playbacks. CA and VR allow both new behavioral questions to be addressed and existing questions to be addressed in new ways, thus we expect a rich future for these methods in both ultimate and proximate studies of animal behavior.
Technical and conceptual considerations for using animated stimuli in studies of animal behavior
Rosenthal, Gil G.; Reader, Simon M.; Rieucau, Guillaume; Woo, Kevin L.; Gerlai, Robert; Tedore, Cynthia; Ingley, Spencer J.; Stowers, John R.; Frommen, Joachim G.; Dolins, Francine L.; Witte, Klaudia
2017-01-01
Abstract Rapid technical advances in the field of computer animation (CA) and virtual reality (VR) have opened new avenues in animal behavior research. Animated stimuli are powerful tools as they offer standardization, repeatability, and complete control over the stimulus presented, thereby “reducing” and “replacing” the animals used, and “refining” the experimental design in line with the 3Rs. However, appropriate use of these technologies raises conceptual and technical questions. In this review, we offer guidelines for common technical and conceptual considerations related to the use of animated stimuli in animal behavior research. Following the steps required to create an animated stimulus, we discuss (I) the creation, (II) the presentation, and (III) the validation of CAs and VRs. Although our review is geared toward computer-graphically designed stimuli, considerations on presentation and validation also apply to video playbacks. CA and VR allow both new behavioral questions to be addressed and existing questions to be addressed in new ways, thus we expect a rich future for these methods in both ultimate and proximate studies of animal behavior. PMID:29491958
ERIC Educational Resources Information Center
Sanger, Michael J.; Greenbowe, Thomas J.
2000-01-01
Investigates the effects of both computer animations of microscopic chemical processes occurring in a galvanic cell and conceptual-change instruction based on chemical demonstrations on students' conceptions of current flow in electrolyte solutions. Finds that conceptual change instruction was effective at dispelling student misconceptions but…
Computer Simulation of a Hardwood Processing Plant
D. Earl Kline; Philip A. Araman
1990-01-01
The overall purpose of this paper is to introduce computer simulation as a decision support tool that can be used to provide managers with timely information. A simulation/animation modeling procedure is demonstrated for wood products manufacuring systems. Simulation modeling techniques are used to assist in identifying and solving problems. Animation is used for...
A 21st-Century Art Room: The Remix of "Creativity" and Technology
ERIC Educational Resources Information Center
Bryant, Courtney
2010-01-01
This article describes the author's innovative approach to facilitating students' imaginations and critical thinking through a computer animation project. The author conducted a qualitative case study in a computer animation unit and explored urban high school students' use of creative problem-solving strategies, defined as techniques that offer…
ERIC Educational Resources Information Center
Palaigeorgiou, George; Despotakis, Theofanis
2010-01-01
Learning about computers continues to be regarded as a rather informal and complex landscape dominated by individual exploratory and opportunistic approaches, even for students and instructors in Computer Science Departments. During the last two decades, software animated demonstrations (SADs), also known as screencasts, have attracted particular…
Animation of finite element models and results
NASA Technical Reports Server (NTRS)
Lipman, Robert R.
1992-01-01
This is not intended as a complete review of computer hardware and software that can be used for animation of finite element models and results, but is instead a demonstration of the benefits of visualization using selected hardware and software. The role of raw computational power, graphics speed, and the use of videotape are discussed.
ERIC Educational Resources Information Center
Talib, Othman; Matthews, Robert; Secombe, Margaret
2005-01-01
This paper discusses the potential of applying computer-animated instruction (CAnI) as an effective conceptual change strategy in teaching electrochemistry in comparison to conventional lecture-based instruction (CLI). The core assumption in this study is that conceptual change in learners is an active, constructive process that is enhanced by the…
Intravenous catheter training system: computer-based education versus traditional learning methods.
Engum, Scott A; Jeffries, Pamela; Fisher, Lisa
2003-07-01
Virtual reality simulators allow trainees to practice techniques without consequences, reduce potential risk associated with training, minimize animal use, and help to develop standards and optimize procedures. Current intravenous (IV) catheter placement training methods utilize plastic arms, however, the lack of variability can diminish the educational stimulus for the student. This study compares the effectiveness of an interactive, multimedia, virtual reality computer IV catheter simulator with a traditional laboratory experience of teaching IV venipuncture skills to both nursing and medical students. A randomized, pretest-posttest experimental design was employed. A total of 163 participants, 70 baccalaureate nursing students and 93 third-year medical students beginning their fundamental skills training were recruited. The students ranged in age from 20 to 55 years (mean 25). Fifty-eight percent were female and 68% percent perceived themselves as having average computer skills (25% declaring excellence). The methods of IV catheter education compared included a traditional method of instruction involving a scripted self-study module which involved a 10-minute videotape, instructor demonstration, and hands-on-experience using plastic mannequin arms. The second method involved an interactive multimedia, commercially made computer catheter simulator program utilizing virtual reality (CathSim). The pretest scores were similar between the computer and the traditional laboratory group. There was a significant improvement in cognitive gains, student satisfaction, and documentation of the procedure with the traditional laboratory group compared with the computer catheter simulator group. Both groups were similar in their ability to demonstrate the skill correctly. CONCLUSIONS; This evaluation and assessment was an initial effort to assess new teaching methodologies related to intravenous catheter placement and their effects on student learning outcomes and behaviors. Technology alone is not a solution for stand alone IV catheter placement education. A traditional learning method was preferred by students. The combination of these two methods of education may further enhance the trainee's satisfaction and skill acquisition level.
Our Professional Responsibilities Relative to Human-Animal Interactions
Bustad, L. K.; Hines, L.
1984-01-01
An interesting area with great potential for benefiting and enriching the lives and conditions of people and animals is opening to us in research, service and teaching. By working with colleagues in other disciplines, we can develop new and creative ways to realize the great promise inherent in people-animal interactions properly studied and utilized. Veterinarians who understand that a strong human-companion animal bond can augment people's mental and physical states will help develop sound and effective companion animal programs for individuals who are lonely or handicapped and for persons in the school systems of the community, as well as its hospices, nursing and convalescent homes, prisons and other institutions. Children experiencing the deep satisfaction of interacting with animals while young will more likely become responsible pet owners and advocates as adults. The image of the profession is enhanced when children and adults see veterinarians as concerned teachers and compassionate health professionals. We as professionals will be required not only to update our knowledge and skills, but to acquire new knowledge in fields of animal and human behavior, psychology and sociology. We are needed on interdisciplinary research teams to study human-animal interactions. We will also be asked to commit time and personal energies in community programs, sometimes with no remuneration. But if skilled health professionals like veterinarians do not take the lead in establishing sound, long-term companion animal programs in their own communities, everyone will suffer including the animals. How we, as individual professionals, respond will be an important reflection of our compassion and our humanity. PMID:17422458
Review of human-animal interactions and their impact on animal productivity and welfare.
Zulkifli, Idrus
2013-07-15
Humans and animals are in regular and at times close contact in modern intensive farming systems. The quality of human-animal interactions can have a profound impact on the productivity and welfare of farm animals. Interactions by humans may be neutral, positive or negative in nature. Regular pleasant contact with humans may result in desirable alterations in the physiology, behaviour, health and productivity of farm animals. On the contrary, animals that were subjected to aversive human contact were highly fearful of humans and their growth and reproductive performance could be compromised. Farm animals are particularly sensitive to human stimulation that occurs early in life, while many systems of the animals are still developing. This may have long-lasting impact and could possibly modify their genetic potential. The question as to how human contact can have a positive impact on responses to stressors, and productivity is not well understood. Recent work in our laboratory suggested that pleasant human contact may alter ability to tolerate various stressors through enhanced heat shock protein (hsp) 70 expression. The induction of hsp is often associated with increased tolerance to environmental stressors and disease resistance in animals. The attitude and consequent behaviour of stockpeople affect the animals' fear of human which eventually influence animals' productivity and welfare. Other than attitude and behaviour, technical skills, knowledge, job motivation, commitment and job satisfaction are prerequisites for high job performance.
Designing effective animations for computer science instruction
NASA Astrophysics Data System (ADS)
Grillmeyer, Oliver
This study investigated the potential for animations of Scheme functions to help novice computer science students understand difficult programming concepts. These animations used an instructional framework inspired by theories of constructivism and knowledge integration. The framework had students make predictions, reflect, and specify examples to animate to promote autonomous learning and result in more integrated knowledge. The framework used animated pivotal cases to help integrate disconnected ideas and restructure students' incomplete ideas by illustrating weaknesses in their existing models. The animations scaffolded learners, making the thought processes of experts more visible by modeling complex and tacit information. The animation design was guided by prior research and a methodology of design and refinement. Analysis of pilot studies led to the development of four design concerns to aid animation designers: clearly illustrate the mapping between objects in animations with the actual objects they represent, show causal connections between elements, draw attention to the salient features of the modeled system, and create animations that reduce complexity. Refined animations based on these design concerns were compared to computer-based tools, text-based instruction, and simpler animations that do not embody the design concerns. Four studies comprised this dissertation work. Two sets of animated presentations of list creation functions were compared to control groups. No significant differences were found in support of animations. Three different animated models of traces of recursive functions ranging from concrete to abstract representations were compared. No differences in learning gains were found between the three models in test performance. Three models of animations of applicative operators were compared with students using the replacement modeler and the Scheme interpreter. Significant differences were found favoring animations that addressed causality and salience in their design. Lastly, two binary tree search algorithm animations designed to reduce complexity were compared with hand-tracing of calls. Students made fewer mistakes in predicting the tree traversal when guided by the animations. However, the posttest findings were inconsistent. In summary, animations designed based on the design concerns did not consistently add value to instruction in the form investigated in this research.
Induction of Social Behavior in Zebrafish: Live Versus Computer Animated Fish as Stimuli
Qin, Meiying; Wong, Albert; Seguin, Diane
2014-01-01
Abstract The zebrafish offers an excellent compromise between system complexity and practical simplicity and has been suggested as a translational research tool for the analysis of human brain disorders associated with abnormalities of social behavior. Unlike laboratory rodents zebrafish are diurnal, thus visual cues may be easily utilized in the analysis of their behavior and brain function. Visual cues, including the sight of conspecifics, have been employed to induce social behavior in zebrafish. However, the method of presentation of these cues and the question of whether computer animated images versus live stimulus fish have differential effects have not been systematically analyzed. Here, we compare the effects of five stimulus presentation types: live conspecifics in the experimental tank or outside the tank, playback of video-recorded live conspecifics, computer animated images of conspecifics presented by two software applications, the previously employed General Fish Animator, and a new application Zebrafish Presenter. We report that all stimuli were equally effective and induced a robust social response (shoaling) manifesting as reduced distance between stimulus and experimental fish. We conclude that presentation of live stimulus fish, or 3D images, is not required and 2D computer animated images are sufficient to induce robust and consistent social behavioral responses in zebrafish. PMID:24575942
Induction of social behavior in zebrafish: live versus computer animated fish as stimuli.
Qin, Meiying; Wong, Albert; Seguin, Diane; Gerlai, Robert
2014-06-01
The zebrafish offers an excellent compromise between system complexity and practical simplicity and has been suggested as a translational research tool for the analysis of human brain disorders associated with abnormalities of social behavior. Unlike laboratory rodents zebrafish are diurnal, thus visual cues may be easily utilized in the analysis of their behavior and brain function. Visual cues, including the sight of conspecifics, have been employed to induce social behavior in zebrafish. However, the method of presentation of these cues and the question of whether computer animated images versus live stimulus fish have differential effects have not been systematically analyzed. Here, we compare the effects of five stimulus presentation types: live conspecifics in the experimental tank or outside the tank, playback of video-recorded live conspecifics, computer animated images of conspecifics presented by two software applications, the previously employed General Fish Animator, and a new application Zebrafish Presenter. We report that all stimuli were equally effective and induced a robust social response (shoaling) manifesting as reduced distance between stimulus and experimental fish. We conclude that presentation of live stimulus fish, or 3D images, is not required and 2D computer animated images are sufficient to induce robust and consistent social behavioral responses in zebrafish.
de Araújo, Éverton José Ferreira; de Almeida, Antônia Amanda Cardoso; Silva, Oskar Almeida; da Costa, Iwyson Henrique Fernandes; Rezende-Júnior, Luis Mário; Lima, Francisco das Chagas Alves; Cavalheiro, Alberto José; Pessoa, Cláudia; de Moraes, Manoel Odorico; Ferreira, Paulo Michel Pinheiro
2017-02-23
Casearia sylvestris is a medicinal plant traditionally used to treat snakebites, wounds, inflammation and gastric ulcers and scientific supports for have demonstrated its antitumor, antihyperlipidemic and antiparasitic properties. To assess the effects of a fraction with casearins (FC) on adult mice using classical experimental models of animal behavior and theoretical calculations to verify the interaction of Casearin X (Cas X) with neuron receptors. Animals divided in 6 groups (n=9/group) were intraperitoneally treated with vehicle (DMSO 4%), FC (2.5, 5, 10 and 25mg/kg/day) and diazepam (2mg/kg) for 7 days. Thirty minutes after the last dose of treatment, acute toxicity and behavioral experiments were performed. The highest dose of FC (25mg/kg/day) caused diarrhea, weight loss and death of one animal. Elevated plus maze test showed that lower doses [2.5mg/kg/day (36.4±5.1s) and 5mg/kg/day (43.9±6.2s)] increased the time spent in open arms (TSOA). Open field test revealed reduction in the number of crossings (54.9%, 51.1%, 48% and 67.7% for 2.5, 5, 10 and 25mg/kg/day, respectively) in all doses of FC studied and decrease of rearings at 25mg/kg/day (p<0.05). Computational calculations showed that the inhibition constant (Ki) for the Cas X-D 1 complex is up to 1000-fold more favourable than the Cas X-GABA A complex. All ∆G° values obtained for Cas X-D 1 complexes were more negative than those seen with Cas X-GABA A complexes. Findings indicate a probable anxiolytic action of the FC since it reduces the number of crossings and rearings and prolonged the time spent in open arms, without sedative and myorelaxant effects, probably due to the interaction of Cas X with dopaminergic system. Copyright © 2017 Elsevier Ireland Ltd. All rights reserved.
The evolution of distributed sensing and collective computation in animal populations
Hein, Andrew M; Rosenthal, Sara Brin; Hagstrom, George I; Berdahl, Andrew; Torney, Colin J; Couzin, Iain D
2015-01-01
Many animal groups exhibit rapid, coordinated collective motion. Yet, the evolutionary forces that cause such collective responses to evolve are poorly understood. Here, we develop analytical methods and evolutionary simulations based on experimental data from schooling fish. We use these methods to investigate how populations evolve within unpredictable, time-varying resource environments. We show that populations evolve toward a distinctive regime in behavioral phenotype space, where small responses of individuals to local environmental cues cause spontaneous changes in the collective state of groups. These changes resemble phase transitions in physical systems. Through these transitions, individuals evolve the emergent capacity to sense and respond to resource gradients (i.e. individuals perceive gradients via social interactions, rather than sensing gradients directly), and to allocate themselves among distinct, distant resource patches. Our results yield new insight into how natural selection, acting on selfish individuals, results in the highly effective collective responses evident in nature. DOI: http://dx.doi.org/10.7554/eLife.10955.001 PMID:26652003
Hunger-Driven Motivational State Competition.
Burnett, C Joseph; Li, Chia; Webber, Emily; Tsaousidou, Eva; Xue, Stephen Y; Brüning, Jens C; Krashes, Michael J
2016-10-05
Behavioral choice is ubiquitous in the animal kingdom and is central to goal-oriented behavior. Hypothalamic Agouti-related peptide (AgRP) neurons are critical regulators of appetite. Hungry animals, bombarded by multiple sensory stimuli, are known to modify their behavior during times of caloric need, rapidly adapting to a consistently changing environment. Utilizing ARC AgRP neurons as an entry point, we analyzed the hierarchical position of hunger related to rival drive states. Employing a battery of behavioral assays, we found that hunger significantly increases its capacity to suppress competing motivational systems, such as thirst, anxiety-related behavior, innate fear, and social interactions, often only when food is accessible. Furthermore, real-time monitoring of ARC AgRP activity revealed time-locked responses to conspecific investigation in addition to food presentation, further establishing that, even at the level of ARC AgRP neurons, choices are remarkably flexible computations, integrating internal state, external factors, and anticipated yield. VIDEO ABSTRACT. Published by Elsevier Inc.
Kim, H S; Kim, E; Kim, J W
2001-04-01
Internet-based health information will enable us to interact with many people despite distance and time constraints. Informational media by computer is expected to become an important factor that affects health behavior. This study was done to develop an accessible multimedia program about breast self-examination on the Internet. This study was designed by using the two steps of need assessment and program development. For the need assessment step, a survey was carried out. The sample consisted of the 82 women of Yonsei University selected by convenient random sampling. At the program development step, screen design took into account perspectives of computer engineering. A storyboard for every screen was made via screen design and then ported to computer using the Netscape Navigator program. A breast self-examination program was developed using Netscape 4.0 on the Windows 98 platform. The multimedia program, including text, graphics, animation, and sound, was constructed with HTML language using Memo Sheet in Netscape Navigator. The contents of health information posted on the Internet included general information about breast cancer, the importance of breast self-examination, self-risk appraisal of breast cancer, the diverse methods about breast self-examination, the monthly check list graph, and social network for consultation. It is possible to interact with clients through the Question and Answer function on screen. This Internet-based health information program provides enough information, which can be accessed using search systems on the Internet.
NASA Astrophysics Data System (ADS)
Iriki, Atsushi
2016-03-01
;Language-READY brain; in the title of this article [1] seems to be the expression that the author prefers to use to illustrate his theoretical framework. The usage of the term ;READY; appears to be of extremely deep connotation, for three reasons. Firstly, of course it needs a ;principle; - the depth and the width of the computational theory depicted here is as expected from the author's reputation. However, ;readiness; implies that it is much more than just ;a theory;. That is, such a principle is not static, but it rather has dynamic properties, which are ready to gradually proceed to flourish once brains are put in adequate conditions to make time progressions - namely, evolution and development. So the second major connotation is that this article brought in the perspectives of the comparative primatology as a tool to relativise the language-realizing human brains among other animal species, primates in particular, in the context of evolutionary time scale. The tertiary connotation lies in the context of the developmental time scale. The author claims that it is the interaction of the newborn with its care takers, namely its mother and other family or social members in its ecological conditions, that brings the brain mechanism subserving language faculty to really mature to its final completion. Taken together, this article proposes computational theories and mechanisms of Evo-Devo-Eco interactions for language acquisition in the human brains.
NASA Astrophysics Data System (ADS)
Pohlmeyer, Eric A.; Fifer, Matthew; Rich, Matthew; Pino, Johnathan; Wester, Brock; Johannes, Matthew; Dohopolski, Chris; Helder, John; D'Angelo, Denise; Beaty, James; Bensmaia, Sliman; McLoughlin, Michael; Tenore, Francesco
2017-05-01
Brain-computer interface (BCI) research has progressed rapidly, with BCIs shifting from animal tests to human demonstrations of controlling computer cursors and even advanced prosthetic limbs, the latter having been the goal of the Revolutionizing Prosthetics (RP) program. These achievements now include direct electrical intracortical microstimulation (ICMS) of the brain to provide human BCI users feedback information from the sensors of prosthetic limbs. These successes raise the question of how well people would be able to use BCIs to interact with systems that are not based directly on the body (e.g., prosthetic arms), and how well BCI users could interpret ICMS information from such devices. If paralyzed individuals could use BCIs to effectively interact with such non-anthropomorphic systems, it would offer them numerous new opportunities to control novel assistive devices. Here we explore how well a participant with tetraplegia can detect infrared (IR) sources in the environment using a prosthetic arm mounted camera that encodes IR information via ICMS. We also investigate how well a BCI user could transition from controlling a BCI based on prosthetic arm movements to controlling a flight simulator, a system with different physical dynamics than the arm. In that test, the BCI participant used environmental information encoded via ICMS to identify which of several upcoming flight routes was the best option. For both tasks, the BCI user was able to quickly learn how to interpret the ICMSprovided information to achieve the task goals.
Fluid Dynamics of the Heart and its Valves
NASA Astrophysics Data System (ADS)
Peskin, Charles S.
1997-11-01
The fluid dynamics of the heart involve the interaction of blood, a viscous incompressible fluid, with the flexible, elastic, fiber-reinforced heart valve leaflets that are immersed in that fluid. Neither the fluid motion nor the valve leaflet motion are known in advance: both must be computed simultaneously by solving their coupled equations of motion. This can be done by the immersed boundary method(Peskin CS and McQueen DM: A general method for the computer simulation of biological systems interacting with fluids. In: Biological Fluid Dynamics (Ellington CP and Pedley TJ, eds.), The Company of Biologists Limited, Cambridge UK, 1995, pp. 265-276.), which can be extended to incorporate the contractile fiber architecture of the muscular heart walls as well as the valve leaflets and the blood. In this way we arrive at a three-dimensional computer model of the heart(Peskin CS and McQueen DM: Fluid dynamics of the heart and its valves. In: Case Studies in Mathematical Modeling: Ecology, Physiology, and Cell Biology (Othmer HG, Adler FR, Lewis MA, and Dallon JC, eds.), Prentice-Hall, Englewood Cliffs NJ, 1996, pp. 309-337.), which can be used as a test chamber for the design of prosthetic cardiac valves, and also to study the function of the heart in health and in disease. Numerical solutions of the equations of cardiac fluid dynamics obtained by the immersed boundary method will be presented in the form of a video animation of the beating heart.
Interactive computer simulations of knee-replacement surgery.
Gunther, Stephen B; Soto, Gabriel E; Colman, William W
2002-07-01
Current surgical training programs in the United States are based on an apprenticeship model. This model is outdated because it does not provide conceptual scaffolding, promote collaborative learning, or offer constructive reinforcement. Our objective was to create a more useful approach by preparing students and residents for operative cases using interactive computer simulations of surgery. Total-knee-replacement surgery (TKR) is an ideal procedure to model on the computer because there is a systematic protocol for the procedure. Also, this protocol is difficult to learn by the apprenticeship model because of the multiple instruments that must be used in a specific order. We designed an interactive computer tutorial to teach medical students and residents how to perform knee-replacement surgery. We also aimed to reinforce the specific protocol of the operative procedure. Our final goal was to provide immediate, constructive feedback. We created a computer tutorial by generating three-dimensional wire-frame models of the surgical instruments. Next, we applied a surface to the wire-frame models using three-dimensional modeling. Finally, the three-dimensional models were animated to simulate the motions of an actual TKR. The tutorial is a step-by-step tutorial that teaches and tests the correct sequence of steps in a TKR. The student or resident must select the correct instruments in the correct order. The learner is encouraged to learn the stepwise surgical protocol through repetitive use of the computer simulation. Constructive feedback is acquired through a grading system, which rates the student's or resident's ability to perform the task in the correct order. The grading system also accounts for the time required to perform the simulated procedure. We evaluated the efficacy of this teaching technique by testing medical students who learned by the computer simulation and those who learned by reading the surgical protocol manual. Both groups then performed TKR on manufactured bone models using real instruments. Their technique was graded with the standard protocol. The students who learned on the computer simulation performed the task in a shorter time and with fewer errors than the control group. They were also more engaged in the learning process. Surgical training programs generally lack a consistent approach to preoperative education related to surgical procedures. This interactive computer tutorial has allowed us to make a quantum leap in medical student and resident teaching in our orthopedic department because the students actually participate in the entire process. Our technique provides a linear, sequential method of skill acquisition and direct feedback, which is ideally suited for learning stepwise surgical protocols. Since our initial evaluation has shown the efficacy of this program, we have implemented this teaching tool into our orthopedic curriculum. Our plans for future work with this simulator include modeling procedures involving other anatomic areas of interest, such as the hip and shoulder.
ERIC Educational Resources Information Center
Petersen, Annie
2008-01-01
The Problem: The study examined the difference that animal interactions had on the reading comprehension growth skills of students in the seventh grade. Method: A quasiexperimental study was conducted with two seventh-grade classes at William Howard Taft Middle School. One class received daily 20-minute animal interaction experiences for 5 days.…
ERIC Educational Resources Information Center
Chappell, Patricia F.
This paper reports an observational study of the effects of handling on the social behavior of squirrel monkeys who received a protein deficient diet. After birth, experimental animals received a low-protein diet for a 6-week period. A subgroup of these animals were handled between 3 and 12 weeks of age. All of the animals interacted (in four…
Analysis of High-order Social Interaction of Female Mice on the International Space Station
NASA Technical Reports Server (NTRS)
Lowe, M.; Solomides, P.; Moyer, E. L.; Talyansky, Y.; Choi, S.; Gong, C.; Cadena, S.; Stodieck, L.; Globus, R. K.; Ronca, A. E.
2017-01-01
Social interactions are adaptive responses to environmental pressures that have evolved to facilitate the success of individual animals and their progeny. Quantifying social behavior in social animals is therefore one method of evaluating an animal's health, wellbeing and their adjustment to changes in their environment. The interaction between environment and animal can influence numerous other physiological and psychological responses that may enhance, deter or shift an animals social paradigm. For this study, we utilized flight video from the Rodent Research Hardware and Operations Validation mission (Rodent Research-1; RR1) on the International Space Station (ISS). Female mice spent 37 days in microgravity on the ISS and video was captured during the final 33 days. In a previous analysis of individual behavior, we also reported an observed spontaneous ambulatory behavior which we termed circling or 'race tracking,' and we anecdotally observed an increase in group organization around this behavior. In this analysis we further examined this behavior, and other social interactions, to determine if (1) animals joining in on this behavior were induced by other cohort members already participating in this circling behavior, (2) rates of joining varied by number already participating.
Corridors affect plants, animals, and their interactions in fragmented landscapes
Tewksbury, Joshua J.; Levey, Douglas J.; Haddad, Nick M.; Sargent, Sarah; Orrock, John L.; Weldon, Aimee; Danielson, Brent J.; Brinkerhoff, Jory; Damschen, Ellen I.; Townsend, Patricia
2002-01-01
Among the most popular strategies for maintaining populations of both plants and animals in fragmented landscapes is to connect isolated patches with thin strips of habitat, called corridors. Corridors are thought to increase the exchange of individuals between habitat patches, promoting genetic exchange and reducing population fluctuations. Empirical studies addressing the effects of corridors have either been small in scale or have ignored confounding effects of increased habitat area created by the presence of a corridor. These methodological difficulties, coupled with a paucity of studies examining the effects of corridors on plants and plant–animal interactions, have sparked debate over the purported value of corridors in conservation planning. We report results of a large-scale experiment that directly address this debate. In eight large-scale experimental landscapes that control for patch area and test alternative mechanisms of corridor function, we demonstrate that corridors not only increase the exchange of animals between patches, but also facilitate two key plant–animal interactions: pollination and seed dispersal. Our results show that the beneficial effects of corridors extend beyond the area they add, and suggest that increased plant and animal movement through corridors will have positive impacts on plant populations and community interactions in fragmented landscapes. PMID:12239344
Comments on event driven animation
NASA Technical Reports Server (NTRS)
Gomez, Julian E.
1987-01-01
Event driven animation provides a general method of describing controlling values for various computer animation techniques. A definition and comments are provided on genralizing motion description with events. Additional comments are also provided about the implementation of twixt.
Animals in Science Education--Ethics and Alternatives.
ERIC Educational Resources Information Center
Langley, G. R.
1991-01-01
Summarizes the animal rights argument that objects to the use or killing of animals for educational purposes. Reviews and evaluates alternative approaches that include the nonanimal options of videotaped experiments, self-experimentation, and computer simulations. (MDH)
Incorporating Laptop Technologies into an Animal Sciences Curriculum
ERIC Educational Resources Information Center
Birrenkott, Glenn; Bertrand, Jean A.; Bolt, Brian
2005-01-01
Teaching animal sciences, like most agricultural disciplines, requires giving students hands-on learning opportunities in remote and often computer-unfriendly sites such as animal farms. How do faculty integrate laptop use into such an environment?
Applying and evaluating computer-animated tutors
NASA Astrophysics Data System (ADS)
Massaro, Dominic W.; Bosseler, Alexis; Stone, Patrick S.; Connors, Pamela
2002-05-01
We have developed computer-assisted speech and language tutors for deaf, hard of hearing, and autistic children. Our language-training program utilizes our computer-animated talking head, Baldi, as the conversational agent, who guides students through a variety of exercises designed to teach vocabulary and grammer, to improve speech articulation, and to develop linguistic and phonological awareness. Baldi is an accurate three-dimensional animated talking head appropriately aligned with either synthesized or natural speech. Baldi has a tongue and palate, which can be displayed by making his skin transparent. Two specific language-training programs have been evaluated to determine if they improve word learning and speech articulation. The results indicate that the programs are effective in teaching receptive and productive language. Advantages of utilizing a computer-animated agent as a language tutor are the popularity of computers and embodied conversational agents with autistic kids, the perpetual availability of the program, and individualized instruction. Students enjoy working with Baldi because he offers extreme patience, he doesn't become angry, tired, or bored, and he is in effect a perpetual teaching machine. The results indicate that the psychology and technology of Baldi holds great promise in language learning and speech therapy. [Work supported by NSF Grant Nos. CDA-9726363 and BCS-9905176 and Public Health Service Grant No. PHS R01 DC00236.
Computed 3D visualisation of an extinct cephalopod using computer tomographs.
Lukeneder, Alexander
2012-08-01
The first 3D visualisation of a heteromorph cephalopod species from the Southern Alps (Dolomites, northern Italy) is presented. Computed tomography, palaeontological data and 3D reconstructions were included in the production of a movie, which shows a life reconstruction of the extinct organism. This detailed reconstruction is according to the current knowledge of the shape and mode of life as well as habitat of this animal. The results are based on the most complete shell known thus far of the genus Dissimilites . Object-based combined analyses from computed tomography and various computed 3D facility programmes help to understand morphological details as well as their ontogentical changes in fossil material. In this study, an additional goal was to show changes in locomotion during different ontogenetic phases of such fossil, marine shell-bearing animals (ammonoids). Hence, the presented models and tools can serve as starting points for discussions on morphology and locomotion of extinct cephalopods in general, and of the genus Dissimilites in particular. The heteromorph ammonoid genus Dissimilites is interpreted here as an active swimmer of the Tethyan Ocean. This study portrays non-destructive methods of 3D visualisation applied on palaeontological material, starting with computed tomography resulting in animated, high-quality video clips. The here presented 3D geometrical models and animation, which are based on palaeontological material, demonstrate the wide range of applications, analytical techniques and also outline possible limitations of 3D models in earth sciences and palaeontology. The realistic 3D models and motion pictures can easily be shared amongst palaeontologists. Data, images and short clips can be discussed online and, if necessary, adapted in morphological details and motion-style to better represent the cephalopod animal.
Computed 3D visualisation of an extinct cephalopod using computer tomographs
NASA Astrophysics Data System (ADS)
Lukeneder, Alexander
2012-08-01
The first 3D visualisation of a heteromorph cephalopod species from the Southern Alps (Dolomites, northern Italy) is presented. Computed tomography, palaeontological data and 3D reconstructions were included in the production of a movie, which shows a life reconstruction of the extinct organism. This detailed reconstruction is according to the current knowledge of the shape and mode of life as well as habitat of this animal. The results are based on the most complete shell known thus far of the genus Dissimilites. Object-based combined analyses from computed tomography and various computed 3D facility programmes help to understand morphological details as well as their ontogentical changes in fossil material. In this study, an additional goal was to show changes in locomotion during different ontogenetic phases of such fossil, marine shell-bearing animals (ammonoids). Hence, the presented models and tools can serve as starting points for discussions on morphology and locomotion of extinct cephalopods in general, and of the genus Dissimilites in particular. The heteromorph ammonoid genus Dissimilites is interpreted here as an active swimmer of the Tethyan Ocean. This study portrays non-destructive methods of 3D visualisation applied on palaeontological material, starting with computed tomography resulting in animated, high-quality video clips. The here presented 3D geometrical models and animation, which are based on palaeontological material, demonstrate the wide range of applications, analytical techniques and also outline possible limitations of 3D models in earth sciences and palaeontology. The realistic 3D models and motion pictures can easily be shared amongst palaeontologists. Data, images and short clips can be discussed online and, if necessary, adapted in morphological details and motion-style to better represent the cephalopod animal.
Computed 3D visualisation of an extinct cephalopod using computer tomographs
Lukeneder, Alexander
2012-01-01
The first 3D visualisation of a heteromorph cephalopod species from the Southern Alps (Dolomites, northern Italy) is presented. Computed tomography, palaeontological data and 3D reconstructions were included in the production of a movie, which shows a life reconstruction of the extinct organism. This detailed reconstruction is according to the current knowledge of the shape and mode of life as well as habitat of this animal. The results are based on the most complete shell known thus far of the genus Dissimilites. Object-based combined analyses from computed tomography and various computed 3D facility programmes help to understand morphological details as well as their ontogentical changes in fossil material. In this study, an additional goal was to show changes in locomotion during different ontogenetic phases of such fossil, marine shell-bearing animals (ammonoids). Hence, the presented models and tools can serve as starting points for discussions on morphology and locomotion of extinct cephalopods in general, and of the genus Dissimilites in particular. The heteromorph ammonoid genus Dissimilites is interpreted here as an active swimmer of the Tethyan Ocean. This study portrays non-destructive methods of 3D visualisation applied on palaeontological material, starting with computed tomography resulting in animated, high-quality video clips. The here presented 3D geometrical models and animation, which are based on palaeontological material, demonstrate the wide range of applications, analytical techniques and also outline possible limitations of 3D models in earth sciences and palaeontology. The realistic 3D models and motion pictures can easily be shared amongst palaeontologists. Data, images and short clips can be discussed online and, if necessary, adapted in morphological details and motion-style to better represent the cephalopod animal. PMID:24850976
Aguiar, Paulo; Mendonça, Luís; Galhardo, Vasco
2007-10-15
Operant animal behavioral tests require the interaction of the subject with sensors and actuators distributed in the experimental environment of the arena. In order to provide user independent reliable results and versatile control of these devices it is vital to use an automated control system. Commercial systems for control of animal mazes are usually based in software implementations that restrict their application to the proprietary hardware of the vendor. In this paper we present OpenControl: an opensource Visual Basic software that permits a Windows-based computer to function as a system to run fully automated behavioral experiments. OpenControl integrates video-tracking of the animal, definition of zones from the video signal for real-time assignment of animal position in the maze, control of the maze actuators from either hardware sensors or from the online video tracking, and recording of experimental data. Bidirectional communication with the maze hardware is achieved through the parallel-port interface, without the need for expensive AD-DA cards, while video tracking is attained using an inexpensive Firewire digital camera. OpenControl Visual Basic code is structurally general and versatile allowing it to be easily modified or extended to fulfill specific experimental protocols and custom hardware configurations. The Visual Basic environment was chosen in order to allow experimenters to easily adapt the code and expand it at their own needs.
miRDeep2 accurately identifies known and hundreds of novel microRNA genes in seven animal clades.
Friedländer, Marc R; Mackowiak, Sebastian D; Li, Na; Chen, Wei; Rajewsky, Nikolaus
2012-01-01
microRNAs (miRNAs) are a large class of small non-coding RNAs which post-transcriptionally regulate the expression of a large fraction of all animal genes and are important in a wide range of biological processes. Recent advances in high-throughput sequencing allow miRNA detection at unprecedented sensitivity, but the computational task of accurately identifying the miRNAs in the background of sequenced RNAs remains challenging. For this purpose, we have designed miRDeep2, a substantially improved algorithm which identifies canonical and non-canonical miRNAs such as those derived from transposable elements and informs on high-confidence candidates that are detected in multiple independent samples. Analyzing data from seven animal species representing the major animal clades, miRDeep2 identified miRNAs with an accuracy of 98.6-99.9% and reported hundreds of novel miRNAs. To test the accuracy of miRDeep2, we knocked down the miRNA biogenesis pathway in a human cell line and sequenced small RNAs before and after. The vast majority of the >100 novel miRNAs expressed in this cell line were indeed specifically downregulated, validating most miRDeep2 predictions. Last, a new miRNA expression profiling routine, low time and memory usage and user-friendly interactive graphic output can make miRDeep2 useful to a wide range of researchers.
Computational Analysis of Behavior.
Egnor, S E Roian; Branson, Kristin
2016-07-08
In this review, we discuss the emerging field of computational behavioral analysis-the use of modern methods from computer science and engineering to quantitatively measure animal behavior. We discuss aspects of experiment design important to both obtaining biologically relevant behavioral data and enabling the use of machine vision and learning techniques for automation. These two goals are often in conflict. Restraining or restricting the environment of the animal can simplify automatic behavior quantification, but it can also degrade the quality or alter important aspects of behavior. To enable biologists to design experiments to obtain better behavioral measurements, and computer scientists to pinpoint fruitful directions for algorithm improvement, we review known effects of artificial manipulation of the animal on behavior. We also review machine vision and learning techniques for tracking, feature extraction, automated behavior classification, and automated behavior discovery, the assumptions they make, and the types of data they work best with.
NASA Astrophysics Data System (ADS)
Huda, C.; Hudha, M. N.; Ain, N.; Nandiyanto, A. B. D.; Abdullah, A. G.; Widiaty, I.
2018-01-01
Computer programming course is theoretical. Sufficient practice is necessary to facilitate conceptual understanding and encouraging creativity in designing computer programs/animation. The development of tutorial video in an Android-based blended learning is needed for students’ guide. Using Android-based instructional material, students can independently learn anywhere and anytime. The tutorial video can facilitate students’ understanding about concepts, materials, and procedures of programming/animation making in detail. This study employed a Research and Development method adapting Thiagarajan’s 4D model. The developed Android-based instructional material and tutorial video were validated by experts in instructional media and experts in physics education. The expert validation results showed that the Android-based material was comprehensive and very feasible. The tutorial video was deemed feasible as it received average score of 92.9%. It was also revealed that students’ conceptual understanding, skills, and creativity in designing computer program/animation improved significantly.
NASA Astrophysics Data System (ADS)
Johnson, Amy M.; Ozogul, Gamze; DiDonato, Matt D.; Reisslein, Martin
2013-10-01
Computer-based multimedia presentations employing animated agents (avatars) can positively impact perceptions about engineering; the current research advances our understanding of this effect to pre-college populations, the main target for engineering outreach. The study examines the effectiveness of a brief computer-based intervention with animated agents in improving perceptions about engineering. Five hundred sixty-five elementary, middle-, and high-school students in the southwestern USA viewed a short computer-based multimedia overview of four engineering disciplines (electrical, chemical, biomedical, and environmental) with embedded animated agents. Students completed identical surveys measuring five subscales of engineering perceptions immediately before and after the intervention. Analyses of pre- and post-surveys demonstrated that the computer presentation significantly improved perceptions for each student group, and that effects were stronger for elementary school students, compared to middle- and high-school students.
1983-04-01
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A tale of two sequences: microRNA-target chimeric reads.
Broughton, James P; Pasquinelli, Amy E
2016-04-04
In animals, a functional interaction between a microRNA (miRNA) and its target RNA requires only partial base pairing. The limited number of base pair interactions required for miRNA targeting provides miRNAs with broad regulatory potential and also makes target prediction challenging. Computational approaches to target prediction have focused on identifying miRNA target sites based on known sequence features that are important for canonical targeting and may miss non-canonical targets. Current state-of-the-art experimental approaches, such as CLIP-seq (cross-linking immunoprecipitation with sequencing), PAR-CLIP (photoactivatable-ribonucleoside-enhanced CLIP), and iCLIP (individual-nucleotide resolution CLIP), require inference of which miRNA is bound at each site. Recently, the development of methods to ligate miRNAs to their target RNAs during the preparation of sequencing libraries has provided a new tool for the identification of miRNA target sites. The chimeric, or hybrid, miRNA-target reads that are produced by these methods unambiguously identify the miRNA bound at a specific target site. The information provided by these chimeric reads has revealed extensive non-canonical interactions between miRNAs and their target mRNAs, and identified many novel interactions between miRNAs and noncoding RNAs.
ERIC Educational Resources Information Center
Gambari, A. I.; Falode, C. O.; Adegbenro, D. A.
2014-01-01
This study investigated the effectiveness of computer animation and geometry instructional model on mathematics achievement and retention on Junior Secondary School Students in Minna, Nigeria. It also examined the influence of gender on students' achievement and retention. The research was a pre-test post-test experimental and control group…
ERIC Educational Resources Information Center
Smith, Dennie; McLaughlin, Tim; Brown, Irving
2012-01-01
This study explored computer animation vignettes as a replacement for live-action video scenarios of classroom behavior situations previously used as an instructional resource in teacher education courses in classroom management strategies. The focus of the research was to determine if the embedded behavioral information perceived in a live-action…
Effects of Computer Animation Instructional Package on Students' Achievement in Practical Biology
ERIC Educational Resources Information Center
Hamzat, Abdulrasaq; Bello, Ganiyu; Abimbola, Isaac Olakanmi
2017-01-01
This study examined the effects of computer animation instructional package on secondary school students' achievement in practical biology in Ilorin, Nigeria. The study adopted a pre-test, post-test, control group, non-randomised and nonequivalent quasi-experimental design, with a 2x2x3 factorial design. Two intact classes from two secondary…
ERIC Educational Resources Information Center
Marbach-Ad, Gili; Rotbain, Yosi; Stavy, Ruth
2008-01-01
Our main goal in this study was to determine whether the use of computer animation and illustration activities in high school can contribute to student achievement in molecular genetics. Three comparable groups of eleventh- and twelfth-grade students participated: the control group (116 students) was taught in the traditional lecture format,…
The Socioemotional Effects of a Computer-Simulated Animal on Children's Empathy and Humane Attitudes
ERIC Educational Resources Information Center
Tsai, Yueh-Feng Lily; Kaufman, David M.
2009-01-01
This study investigated the potential of using a computer-simulated animal in a handheld virtual pet videogame to improve children's empathy and humane attitudes. Also investigated was whether sex differences existed in children's development of empathy and humane attitudes resulting from play, as well as their feelings for a virtual pet. The…
Keeper-Animal Interactions: Differences between the Behaviour of Zoo Animals Affect Stockmanship.
Ward, Samantha J; Melfi, Vicky
2015-01-01
Stockmanship is a term used to describe the management of animals with a good stockperson someone who does this in a in a safe, effective, and low-stress manner for both the stock-keeper and animals involved. Although impacts of unfamiliar zoo visitors on animal behaviour have been extensively studied, the impact of stockmanship i.e familiar zoo keepers is a new area of research; which could reveal significant ramifications for zoo animal behaviour and welfare. It is likely that different relationships are formed dependant on the unique keeper-animal dyad (human-animal interaction, HAI). The aims of this study were to (1) investigate if unique keeper-animal dyads were formed in zoos, (2) determine whether keepers differed in their interactions towards animals regarding their attitude, animal knowledge and experience and (3) explore what factors affect keeper-animal dyads and ultimately influence animal behaviour and welfare. Eight black rhinoceros (Diceros bicornis), eleven Chapman's zebra (Equus burchellii), and twelve Sulawesi crested black macaques (Macaca nigra) were studied in 6 zoos across the UK and USA. Subtle cues and commands directed by keepers towards animals were identified. The animals latency to respond and the respective behavioural response (cue-response) was recorded per keeper-animal dyad (n = 93). A questionnaire was constructed following a five-point Likert Scale design to record keeper demographic information and assess the job satisfaction of keepers, their attitude towards the animals and their perceived relationship with them. There was a significant difference in the animals' latency to appropriately respond after cues and commands from different keepers, indicating unique keeper-animal dyads were formed. Stockmanship style was also different between keepers; two main components contributed equally towards this: "attitude towards the animals" and "knowledge and experience of the animals". In this novel study, data demonstrated unique dyads were formed between keepers and zoo animals, which influenced animal behaviour.
Philosophical background of attitudes toward and treatment of invertebrates.
Mather, Jennifer A
2011-01-01
People who interact with or make decisions about invertebrate animals have an attitude toward them, although they may not have consciously worked it out. Three philosophical approaches underlie this attitude. The first is the contractarian, which basically contends that animals are only automata and that we humans need not concern ourselves with their welfare except for our own good, because cruelty and neglect demean us. A second approach is the utilitarian, which focuses on gains versus losses in interactions between animals, including humans. Given the sheer numbers of invertebrates-they constitute 99% of the animals on the planet- this attitude implicitly requires concern for them and consideration in particular of whether they can feel pain. Third is the rights-based approach, which focuses on humans-treatment of animals by calling for an assessment of their quality of life in each human-animal interaction. Here scholars debate to what extent different animals have self-awareness or even consciousness, which may dictate our treatment of them. Regardless of the philosophical approach to invertebrates, information and education about their lives are critical to an understanding of how humans ought to treat them.
Methodical and technological aspects of creation of interactive computer learning systems
NASA Astrophysics Data System (ADS)
Vishtak, N. M.; Frolov, D. A.
2017-01-01
The article presents a methodology for the development of an interactive computer training system for training power plant. The methods used in the work are a generalization of the content of scientific and methodological sources on the use of computer-based training systems in vocational education, methods of system analysis, methods of structural and object-oriented modeling of information systems. The relevance of the development of the interactive computer training systems in the preparation of the personnel in the conditions of the educational and training centers is proved. Development stages of the computer training systems are allocated, factors of efficient use of the interactive computer training system are analysed. The algorithm of work performance at each development stage of the interactive computer training system that enables one to optimize time, financial and labor expenditure on the creation of the interactive computer training system is offered.
Neurally and mathematically motivated architecture for language and thought.
Perlovsky, L I; Ilin, R
2010-01-01
Neural structures of interaction between thinking and language are unknown. This paper suggests a possible architecture motivated by neural and mathematical considerations. A mathematical requirement of computability imposes significant constraints on possible architectures consistent with brain neural structure and with a wealth of psychological knowledge. How language interacts with cognition. Do we think with words, or is thinking independent from language with words being just labels for decisions? Why is language learned by the age of 5 or 7, but acquisition of knowledge represented by learning to use this language knowledge takes a lifetime? This paper discusses hierarchical aspects of language and thought and argues that high level abstract thinking is impossible without language. We discuss a mathematical technique that can model the joint language-thought architecture, while overcoming previously encountered difficulties of computability. This architecture explains a contradiction between human ability for rational thoughtful decisions and irrationality of human thinking revealed by Tversky and Kahneman; a crucial role in this contradiction might be played by language. The proposed model resolves long-standing issues: how the brain learns correct words-object associations; why animals do not talk and think like people. We propose the role played by language emotionality in its interaction with thought. We relate the mathematical model to Humboldt's "firmness" of languages; and discuss possible influence of language grammar on its emotionality. Psychological and brain imaging experiments related to the proposed model are discussed. Future theoretical and experimental research is outlined.
Neurally and Mathematically Motivated Architecture for Language and Thought
Perlovsky, L.I; Ilin, R
2010-01-01
Neural structures of interaction between thinking and language are unknown. This paper suggests a possible architecture motivated by neural and mathematical considerations. A mathematical requirement of computability imposes significant constraints on possible architectures consistent with brain neural structure and with a wealth of psychological knowledge. How language interacts with cognition. Do we think with words, or is thinking independent from language with words being just labels for decisions? Why is language learned by the age of 5 or 7, but acquisition of knowledge represented by learning to use this language knowledge takes a lifetime? This paper discusses hierarchical aspects of language and thought and argues that high level abstract thinking is impossible without language. We discuss a mathematical technique that can model the joint language-thought architecture, while overcoming previously encountered difficulties of computability. This architecture explains a contradiction between human ability for rational thoughtful decisions and irrationality of human thinking revealed by Tversky and Kahneman; a crucial role in this contradiction might be played by language. The proposed model resolves long-standing issues: how the brain learns correct words-object associations; why animals do not talk and think like people. We propose the role played by language emotionality in its interaction with thought. We relate the mathematical model to Humboldt’s “firmness” of languages; and discuss possible influence of language grammar on its emotionality. Psychological and brain imaging experiments related to the proposed model are discussed. Future theoretical and experimental research is outlined. PMID:21673788
Schmidt, Eric W.
2014-01-01
Bioactive secondary metabolites are common components of marine animals. In many cases, symbiotic bacteria, and not the animals themselves, synthesize the compounds. Among marine animals, ascidians are good models for understanding these symbioses. Ascidians often contain potently bioactive secondary metabolites as their major extractable components. Strong evidence shows that ~8% of the known secondary metabolites from ascidians are made by symbiotic bacteria, and indirect evidence implicates bacteria in the synthesis of many more. Far from being “secondary” to the animals, secondary metabolites are essential components of the interaction between host animals and their symbiotic bacteria. These interactions have complex underlying biology, but the chemistry is clearly ascidian-species specific. The chemical interactions are ancient in at least some cases, and they are widespread among ascidians. Ascidians maintain secondary metabolic symbioses with bacteria that are phylogenetically diverse, indicating a convergent solution to obtaining secondary metabolites and reinforcing the importance of secondary metabolism in animal survival. PMID:25937788
Describing and understanding behavioral responses to multiple stressors and multiple stimuli.
Hale, Robin; Piggott, Jeremy J; Swearer, Stephen E
2017-01-01
Understanding the effects of environmental change on natural ecosystems is a major challenge, particularly when multiple stressors interact to produce unexpected "ecological surprises" in the form of complex, nonadditive effects that can amplify or reduce their individual effects. Animals often respond behaviorally to environmental change, and multiple stressors can have both population-level and community-level effects. However, the individual, not combined, effects of stressors on animal behavior are commonly studied. There is a need to understand how animals respond to the more complex combinations of stressors that occur in nature, which requires a systematic and rigorous approach to quantify the various potential behavioral responses to the independent and interactive effects of stressors. We illustrate a robust, systematic approach for understanding behavioral responses to multiple stressors based on integrating schemes used to quantitatively classify interactions in multiple-stressor research and to qualitatively view interactions between multiple stimuli in behavioral experiments. We introduce and unify the two frameworks, highlighting their conceptual and methodological similarities, and use four case studies to demonstrate how this unification could improve our interpretation of interactions in behavioral experiments and guide efforts to manage the effects of multiple stressors. Our unified approach: (1) provides behavioral ecologists with a more rigorous and systematic way to quantify how animals respond to interactions between multiple stimuli, an important theoretical advance, (2) helps us better understand how animals behave when they encounter multiple, potentially interacting stressors, and (3) contributes more generally to the understanding of "ecological surprises" in multiple stressors research.
Studying Biotechnological Methods Using Animations: The Teacher's Role
ERIC Educational Resources Information Center
Yarden, Hagit; Yarden, Anat
2011-01-01
Animation has great potential for improving the way people learn. A number of studies in different scientific disciplines have shown that instruction involving computer animations can facilitate the understanding of processes at the molecular level. However, using animation alone does not ensure learning. Students sometimes miss essential features…
Guided Versus Unguided Learning: Which One To Choose?
NASA Astrophysics Data System (ADS)
Speck, Angela; Ruzhitskaya, L.
2011-01-01
We present the results of a study that measures the effectiveness of two types of computer-based tutorials for teaching the concept of stellar parallax to non-science major students in a college-level introductory astronomy course. A number of previous studies on the use of computer technology in education suggested that a method of inquiry-based learning rooted in a discovery method must prevail over direct instruction. At the same time, a number of researchers raised a concern that the discovery approach especially in combination with interactive computer-based environments may present students with additional distractions and thus hinder the educational value of such interactions. This study was set to test the both approaches and to identify the preferable method for engaging students in active and meaningful learning. The study consisted of guided and unguided computer-based tutorials and used a control group in which students were engaged in paper-based exercises. The guided tutorial was an adaptive tutorial that was designed to respond to students’ input and to provide them with the next step: an exercise, an animated visualization, or a set of additional questions. The unguided tutorial allowed students to explore any part of the tutorial in any order. Both tutorials consisted of four parts and reviewed simple geometry, trigonometric parallax, angular sizes in astronomy, resolution and conversion of units, and had a concluding chapter on finding distance to a star. The control group used Lecture-Tutorials (Prather, et al) to learn angular sizes and stellar parallax. The efficacy of each treatment was validated through a 14-question pretest and two posttests to evaluate and contrast students’ immediate recall and their long-term knowledge and corroborated by a number of interviews with selected students. We present our preliminary results based on analyzed work of over 200 participants.
Shabani, Shkelzen; Kamio, Michiya; Derby, Charles D
2009-08-01
Decapod crustaceans, like many other animals, engage in agonistic behaviors that enhance their ability to compete for resources with conspecifics. These agonistic behaviors include the release of chemical signals as well as physical aggressive and submissive behaviors. In this study, we report that Caribbean spiny lobsters, Panulirus argus, use both urine-borne chemical signaling and physical aggressive behaviors during interactions with conspecifics, and that these agonistic behaviors can influence the behavior and eventual social status of the interactants. Spiny lobsters that engaged primarily in physical aggressive behaviors became dominant, whereas spiny lobsters that received these physical aggressive behaviors responded with avoidance behaviors and became subordinates. Dominant animals frequently released urine during social interactions, more than when they were not in contact with subordinates and more than when they were not paired with another animal. Subordinates released urine significantly less often than dominants, and no more than when not paired. Preventing release of urine by catheterizing the animals resulted in an increase in the number and duration of physical interactions, and this increase was primarily driven by dominants initiating interactions through physical aggressive behaviors. Introducing urine from one of the catheterized animals into an aquarium reduced physical aggressive behavior by dominant animals to normal levels. Urine-borne signals alone were capable of inducing avoidance behaviors from solitary spiny lobsters in both laboratory and field conditions. We conclude that urine serves as a chemical signal that communicates social status to the interactants. Ablation experiments showed that that these urine signals are detected primarily by aesthetasc sensilla of the olfactory pathway.
Animation control of surface motion capture.
Tejera, Margara; Casas, Dan; Hilton, Adrian
2013-12-01
Surface motion capture (SurfCap) of actor performance from multiple view video provides reconstruction of the natural nonrigid deformation of skin and clothing. This paper introduces techniques for interactive animation control of SurfCap sequences which allow the flexibility in editing and interactive manipulation associated with existing tools for animation from skeletal motion capture (MoCap). Laplacian mesh editing is extended using a basis model learned from SurfCap sequences to constrain the surface shape to reproduce natural deformation. Three novel approaches for animation control of SurfCap sequences, which exploit the constrained Laplacian mesh editing, are introduced: 1) space–time editing for interactive sequence manipulation; 2) skeleton-driven animation to achieve natural nonrigid surface deformation; and 3) hybrid combination of skeletal MoCap driven and SurfCap sequence to extend the range of movement. These approaches are combined with high-level parametric control of SurfCap sequences in a hybrid surface and skeleton-driven animation control framework to achieve natural surface deformation with an extended range of movement by exploiting existing MoCap archives. Evaluation of each approach and the integrated animation framework are presented on real SurfCap sequences for actors performing multiple motions with a variety of clothing styles. Results demonstrate that these techniques enable flexible control for interactive animation with the natural nonrigid surface dynamics of the captured performance and provide a powerful tool to extend current SurfCap databases by incorporating new motions from MoCap sequences.
A spatially augmented reality sketching interface for architectural daylighting design.
Sheng, Yu; Yapo, Theodore C; Young, Christopher; Cutler, Barbara
2011-01-01
We present an application of interactive global illumination and spatially augmented reality to architectural daylight modeling that allows designers to explore alternative designs and new technologies for improving the sustainability of their buildings. Images of a model in the real world, captured by a camera above the scene, are processed to construct a virtual 3D model. To achieve interactive rendering rates, we use a hybrid rendering technique, leveraging radiosity to simulate the interreflectance between diffuse patches and shadow volumes to generate per-pixel direct illumination. The rendered images are then projected on the real model by four calibrated projectors to help users study the daylighting illumination. The virtual heliodon is a physical design environment in which multiple designers, a designer and a client, or a teacher and students can gather to experience animated visualizations of the natural illumination within a proposed design by controlling the time of day, season, and climate. Furthermore, participants may interactively redesign the geometry and materials of the space by manipulating physical design elements and see the updated lighting simulation. © 2011 IEEE Published by the IEEE Computer Society
NASA Astrophysics Data System (ADS)
Cass, Marion E.; Rzepa, Henry S.
2005-11-01
Illustrating and manipulating molecules in three dimensions are some of the truly wonderful advantages that computer technologies offer to chemistry teachers. In the following article we discuss our use of the program Jmol for the presentation of interactive materials to teach molecular symmetry. Jmol is an open-source code program that is free to all users and thus ideally suited for the development of teaching materials. Three primary pedagogic goals have been at the forefront in the development of our site. Our first goal was to animate symmetry operations and include interactive tools. Our second goal was to provide a library of molecules for student exercises to supplement their study of symmetry, using generic HTML templates populated using automatic tools based on Javascript. Our third goal in the development of our site was to include International Chemical Identifiers (InChIs) for each molecule to introduce students and educators to a new mechanism for identifying molecular resources and enabling their discovery using the Web search engines.
Simple and powerful visual stimulus generator.
Kremlácek, J; Kuba, M; Kubová, Z; Vít, F
1999-02-01
We describe a cheap, simple, portable and efficient approach to visual stimulation for neurophysiology which does not need any special hardware equipment. The method based on an animation technique uses the FLI autodesk animator format. This form of the animation is replayed by a special program ('player') providing synchronisation pulses toward recording system via parallel port. The 'player is running on an IBM compatible personal computer under MS-DOS operation system and stimulus is displayed on a VGA computer monitor. Various stimuli created with this technique for visual evoked potentials (VEPs) are presented.
Long-range Acoustic Interactions in Insect Swarms - An Adaptive Gravity Model
NASA Astrophysics Data System (ADS)
Gorbonos, Dan; Ianconescu, Reuven; Puckett, James G.; Ni, Rui; Ouellette, Nicholas T.; Gov, Nir S.
The collective motion of groups of animals emerges from the net effect of the interactions between individual members of the group. In many cases, such as birds, fish, or ungulates, these interactions are mediated by sensory stimuli that predominantly arise from nearby neighbors. But not all stimuli in animal groups are short range. We consider mating swarms of midges, which are thought to interact primarily via long-range acoustic stimuli. We exploit the similarity in form between the decay of acoustic and gravitational sources to build a model for swarm behavior. By accounting for the adaptive nature of the midges' acoustic sensing, we show that our ``adaptive gravity'' model makes mean-field predictions that agree well with experimental observations of laboratory swarms. Our results highlight the role of sensory mechanisms and interaction range in collective animal behavior. Additionally, the adaptive interactions open a new class of equations of motion, which may appear in other biological contexts.
Pollinators, pests, and predators: Recognizing ecological trade-offs in agroecosystems.
Saunders, Manu E; Peisley, Rebecca K; Rader, Romina; Luck, Gary W
2016-02-01
Ecological interactions between crops and wild animals frequently result in increases or declines in crop yield. Yet, positive and negative interactions have mostly been treated independently, owing partly to disciplinary silos in ecological and agricultural sciences. We advocate a new integrated research paradigm that explicitly recognizes cost-benefit trade-offs among animal activities and acknowledges that these activities occur within social-ecological contexts. Support for this paradigm is presented in an evidence-based conceptual model structured around five evidence statements highlighting emerging trends applicable to sustainable agriculture. The full range of benefits and costs associated with animal activities in agroecosystems cannot be quantified by focusing on single species groups, crops, or systems. Management of productive agroecosystems should sustain cycles of ecological interactions between crops and wild animals, not isolate these cycles from the system. Advancing this paradigm will therefore require integrated studies that determine net returns of animal activity in agroecosystems.
Minimalist Social-Affective Value for Use in Joint Action: A Neural-Computational Hypothesis
Lowe, Robert; Almér, Alexander; Lindblad, Gustaf; Gander, Pierre; Michael, John; Vesper, Cordula
2016-01-01
Joint Action is typically described as social interaction that requires coordination among two or more co-actors in order to achieve a common goal. In this article, we put forward a hypothesis for the existence of a neural-computational mechanism of affective valuation that may be critically exploited in Joint Action. Such a mechanism would serve to facilitate coordination between co-actors permitting a reduction of required information. Our hypothesized affective mechanism provides a value function based implementation of Associative Two-Process (ATP) theory that entails the classification of external stimuli according to outcome expectancies. This approach has been used to describe animal and human action that concerns differential outcome expectancies. Until now it has not been applied to social interaction. We describe our Affective ATP model as applied to social learning consistent with an “extended common currency” perspective in the social neuroscience literature. We contrast this to an alternative mechanism that provides an example implementation of the so-called social-specific value perspective. In brief, our Social-Affective ATP mechanism builds upon established formalisms for reinforcement learning (temporal difference learning models) nuanced to accommodate expectations (consistent with ATP theory) and extended to integrate non-social and social cues for use in Joint Action. PMID:27601989
Discrete modes of social information processing predict individual behavior of fish in a group
Harpaz, Roy; Tkačik, Gašper
2017-01-01
Individual computations and social interactions underlying collective behavior in groups of animals are of great ethological, behavioral, and theoretical interest. While complex individual behaviors have successfully been parsed into small dictionaries of stereotyped behavioral modes, studies of collective behavior largely ignored these findings; instead, their focus was on inferring single, mode-independent social interaction rules that reproduced macroscopic and often qualitative features of group behavior. Here, we bring these two approaches together to predict individual swimming patterns of adult zebrafish in a group. We show that fish alternate between an “active” mode, in which they are sensitive to the swimming patterns of conspecifics, and a “passive” mode, where they ignore them. Using a model that accounts for these two modes explicitly, we predict behaviors of individual fish with high accuracy, outperforming previous approaches that assumed a single continuous computation by individuals and simple metric or topological weighing of neighbors’ behavior. At the group level, switching between active and passive modes is uncorrelated among fish, but correlated directional swimming behavior still emerges. Our quantitative approach for studying complex, multimodal individual behavior jointly with emergent group behavior is readily extensible to additional behavioral modes and their neural correlates as well as to other species. PMID:28874581
Bown, James L; Shovman, Mark; Robertson, Paul; Boiko, Andrei; Goltsov, Alexey; Mullen, Peter; Harrison, David J
2017-05-02
Targeted cancer therapy aims to disrupt aberrant cellular signalling pathways. Biomarkers are surrogates of pathway state, but there is limited success in translating candidate biomarkers to clinical practice due to the intrinsic complexity of pathway networks. Systems biology approaches afford better understanding of complex, dynamical interactions in signalling pathways targeted by anticancer drugs. However, adoption of dynamical modelling by clinicians and biologists is impeded by model inaccessibility. Drawing on computer games technology, we present a novel visualization toolkit, SiViT, that converts systems biology models of cancer cell signalling into interactive simulations that can be used without specialist computational expertise. SiViT allows clinicians and biologists to directly introduce for example loss of function mutations and specific inhibitors. SiViT animates the effects of these introductions on pathway dynamics, suggesting further experiments and assessing candidate biomarker effectiveness. In a systems biology model of Her2 signalling we experimentally validated predictions using SiViT, revealing the dynamics of biomarkers of drug resistance and highlighting the role of pathway crosstalk. No model is ever complete: the iteration of real data and simulation facilitates continued evolution of more accurate, useful models. SiViT will make accessible libraries of models to support preclinical research, combinatorial strategy design and biomarker discovery.
Li, S; Zhang, Z Q; Wu, L J; Zhang, X G; Li, Y D; Wang, Y Y
2007-01-01
Traditional Chinese medicine uses ZHENG as the key pathological principle to understand the human homeostasis and guide the applications of Chinese herbs. Here, a systems biology approach with the combination of computational analysis and animal experiment is used to investigate this complex issue, ZHENG, in the context of the neuro-endocrine-immune (NEI) system. By using the methods of literature mining, network analysis and topological comparison, it is found that hormones are predominant in the Cold ZHENG network, immune factors are predominant in the Hot ZHENG network, and these two networks are connected by neuro-transmitters. In addition, genes related to Hot ZHENG-related diseases are mainly present in the cytokine-cytokine receptor interaction pathway, whereas genes related to both the Cold-related and Hot-related diseases are linked to the neuroactive ligand-receptor interaction pathway. These computational findings were subsequently verified by experiments on a rat model of collagen-induced arthritis, which indicate that the Cold ZHENG-oriented herbs tend to affect the hub nodes in the Cold ZHENG network, and the Hot ZHENG-oriented herbs tend to affect the hub nodes in the Hot ZHENG network. These investigations demonstrate that the thousand-year-old concept of ZHENG may have a molecular basis with NEI as background.
Communication in red fox dyads: a computer simulation study
DOE Office of Scientific and Technical Information (OSTI.GOV)
Montgomery, Gerald Gene
1973-06-01
For any two animals, three major factors limit communication. These are (1) whether appropriate signal mechanisms are available to them, (2) whether the animals are motivated to communicate, and (3) whether their movements and locations are such that signal can pass between them. In this study, signal mechanisms and motivation were not considered as variables, but the role of animal movement in limiting communication was. A computer simulation study of amounts of communication which occur in red fox (Vulpes vulpes) dyads when various means of signalling are used, and when. the animals move about and signal with - various emissionmore » intensities and at various time intervals is reported.« less
The effects of neonatal amygdala or hippocampus lesions on adult social behavior.
Bliss-Moreau, Eliza; Moadab, Gilda; Santistevan, Anthony; Amaral, David G
2017-03-30
The present report details the final phase of a longitudinal evaluation of the social behavior in a cohort of adult rhesus monkeys that received bilateral neurotoxic lesions of the amygdala or hippocampus, or sham operations at 2 weeks of age. Results were compared to previous studies in which adult animals received amygdala lesions and were tested in a similar fashion. Social testing with four novel interaction partners occurred when the animals were between 7 and 8 years of age. Experimental animals interacted with two male and two female partners in two conditions - one in which physical access was restricted (the constrained social access condition) and a second in which physical access was unrestricted (the unconstrained social access condition). Across conditions and interaction partners, there were no significant effects of lesion condition on the frequency or duration of social interactions. As a group, the hippocampus-lesioned animals generated the greatest number of communicative signals during the constrained social access condition. Amygdala-lesioned animals generated more frequent stress-related behaviors and were less exploratory. Amygdala and hippocampus-lesioned animals demonstrated greater numbers of stereotypies than control animals. Subtle, lesion-based differences in the sequencing of behaviors were observed. These findings suggest that alterations of adult social behavior are much less prominent when damage to the amygdala occurs early in life rather than in adulthood. Copyright © 2016 Elsevier B.V. All rights reserved.
Computer-aided design and computer science technology
NASA Technical Reports Server (NTRS)
Fulton, R. E.; Voigt, S. J.
1976-01-01
A description is presented of computer-aided design requirements and the resulting computer science advances needed to support aerospace design. The aerospace design environment is examined, taking into account problems of data handling and aspects of computer hardware and software. The interactive terminal is normally the primary interface between the computer system and the engineering designer. Attention is given to user aids, interactive design, interactive computations, the characteristics of design information, data management requirements, hardware advancements, and computer science developments.
Animals as Mobile Biological Sensors for Forest Fire Detection
2007-01-01
This paper proposes a mobile biological sensor system that can assist in early detection of forest fires one of the most dreaded natural disasters on the earth. The main idea presented in this paper is to utilize animals with sensors as Mobile Biological Sensors (MBS). The devices used in this system are animals which are native animals living in forests, sensors (thermo and radiation sensors with GPS features) that measure the temperature and transmit the location of the MBS, access points for wireless communication and a central computer system which classifies of animal actions. The system offers two different methods, firstly: access points continuously receive data about animals' location using GPS at certain time intervals and the gathered data is then classified and checked to see if there is a sudden movement (panic) of the animal groups: this method is called animal behavior classification (ABC). The second method can be defined as thermal detection (TD): the access points get the temperature values from the MBS devices and send the data to a central computer to check for instant changes in the temperatures. This system may be used for many purposes other than fire detection, namely animal tracking, poaching prevention and detecting instantaneous animal death. PMID:28903281
Studying Biotechnological Methods Using Animations: The Teacher's Role
NASA Astrophysics Data System (ADS)
Yarden, Hagit; Yarden, Anat
2011-12-01
Animation has great potential for improving the way people learn. A number of studies in different scientific disciplines have shown that instruction involving computer animations can facilitate the understanding of processes at the molecular level. However, using animation alone does not ensure learning. Students sometimes miss essential features when they watch only animations, mainly due to the cognitive load involved. Moreover, students seem to attribute a great deal of authority to the computer and may develop misconceptions by taking animations of abstract concepts too literally. In this study, we attempted to explore teachers' perceptions concerning the use of animations in the classroom while studying biotechnological methods, as well as the teachers' contribution to the enactment of animations in class. Thirty high-school biotechnology teachers participated in a professional development workshop, aimed at investigating how teachers plan for and support learning with animation while studying biotechnological methods in class. From that sample, two teachers agreed to participate in two case studies aimed at characterizing teachers' contribution to the enactment of animations in class while studying biotechnological methods. Our findings reveal marked teacher contribution in the following three aspects: establishing the "hands-on" point of view, helping students deal with the cognitive load that accompanies the use of animation, and implementing constructivist aspects of knowledge construction while studying using animations.
Review of human-animal interactions and their impact on animal productivity and welfare
2013-01-01
Humans and animals are in regular and at times close contact in modern intensive farming systems. The quality of human-animal interactions can have a profound impact on the productivity and welfare of farm animals. Interactions by humans may be neutral, positive or negative in nature. Regular pleasant contact with humans may result in desirable alterations in the physiology, behaviour, health and productivity of farm animals. On the contrary, animals that were subjected to aversive human contact were highly fearful of humans and their growth and reproductive performance could be compromised. Farm animals are particularly sensitive to human stimulation that occurs early in life, while many systems of the animals are still developing. This may have long-lasting impact and could possibly modify their genetic potential. The question as to how human contact can have a positive impact on responses to stressors, and productivity is not well understood. Recent work in our laboratory suggested that pleasant human contact may alter ability to tolerate various stressors through enhanced heat shock protein (hsp) 70 expression. The induction of hsp is often associated with increased tolerance to environmental stressors and disease resistance in animals. The attitude and consequent behaviour of stockpeople affect the animals’ fear of human which eventually influence animals’ productivity and welfare. Other than attitude and behaviour, technical skills, knowledge, job motivation, commitment and job satisfaction are prerequisites for high job performance. PMID:23855920
ERIC Educational Resources Information Center
Akpoghol, T. V.; Ezeudu, F. O.; Adzape, J. N.; Otor, E. E.
2016-01-01
The study investigated the effects of Lecture Method Supplemented with Music (LMM) and Computer Animation (LMC) on senior secondary school students' academic achievement in electrochemistry in Makurdi metropolis. Six research questions and six hypotheses guided the study. The design of the study was quasi experimental, specifically the pre-test,…
ERIC Educational Resources Information Center
Akpoghol, T. V.; Ezeudu, F. O.; Adzape, J. N.; Otor, E. E.
2016-01-01
The study investigated the effects of Lecture Method Supplemented with Music (LMM) and Computer Animation (LMC) on senior secondary school students' retention in electrochemistry in Makurdi metropolis. Three research questions and three hypotheses guided the study. The design of the study was quasi experimental, specifically the pre-test,…
ERIC Educational Resources Information Center
Koç, Yasemin; Yildiz, Emre; Çaliklar, Seyma; Simsek, Ümit
2016-01-01
The aim of this study is to determine the effect of Jigsaw II technique, reading-writing-presentation method, and computer animation on students' academic achievements, epistemological beliefs, attitudes towards science lesson, and the retention of knowledge in the "Light" unit covered in the 7th grade. The sample of the study consists…
ERIC Educational Resources Information Center
Mayer, Richard E.; Hegarty, Mary; Mayer, Sarah; Campbell, Julie
2005-01-01
In 4 experiments, students received a lesson consisting of computer-based animation and narration or a lesson consisting of paper-based static diagrams and text. The lessons used the same words and graphics in the paper-based and computer-based versions to explain the process of lightning formation (Experiment 1), how a toilet tank works…
ERIC Educational Resources Information Center
Rosenthal, Deborah P.; Sanger, Michael J.
2012-01-01
A group of 55 students were shown unnarrated versions of two different particulate-level computer animations of varying complexity depicting the oxidation-reduction reaction of aqueous silver nitrate and solid copper metal. These students were asked to explain their understanding of the chemical reaction based on their interpretations of these…
Keeper-Animal Interactions: Differences between the Behaviour of Zoo Animals Affect Stockmanship
Ward, Samantha J.; Melfi, Vicky
2015-01-01
Stockmanship is a term used to describe the management of animals with a good stockperson someone who does this in a in a safe, effective, and low-stress manner for both the stock-keeper and animals involved. Although impacts of unfamiliar zoo visitors on animal behaviour have been extensively studied, the impact of stockmanship i.e familiar zoo keepers is a new area of research; which could reveal significant ramifications for zoo animal behaviour and welfare. It is likely that different relationships are formed dependant on the unique keeper-animal dyad (human-animal interaction, HAI). The aims of this study were to (1) investigate if unique keeper-animal dyads were formed in zoos, (2) determine whether keepers differed in their interactions towards animals regarding their attitude, animal knowledge and experience and (3) explore what factors affect keeper-animal dyads and ultimately influence animal behaviour and welfare. Eight black rhinoceros (Diceros bicornis), eleven Chapman’s zebra (Equus burchellii), and twelve Sulawesi crested black macaques (Macaca nigra) were studied in 6 zoos across the UK and USA. Subtle cues and commands directed by keepers towards animals were identified. The animals latency to respond and the respective behavioural response (cue-response) was recorded per keeper-animal dyad (n = 93). A questionnaire was constructed following a five-point Likert Scale design to record keeper demographic information and assess the job satisfaction of keepers, their attitude towards the animals and their perceived relationship with them. There was a significant difference in the animals’ latency to appropriately respond after cues and commands from different keepers, indicating unique keeper-animal dyads were formed. Stockmanship style was also different between keepers; two main components contributed equally towards this: “attitude towards the animals” and “knowledge and experience of the animals”. In this novel study, data demonstrated unique dyads were formed between keepers and zoo animals, which influenced animal behaviour. PMID:26509670
Modeling and Visualizing Flow of Chemical Agents Across Complex Terrain
NASA Technical Reports Server (NTRS)
Kao, David; Kramer, Marc; Chaderjian, Neal
2005-01-01
Release of chemical agents across complex terrain presents a real threat to homeland security. Modeling and visualization tools are being developed that capture flow fluid terrain interaction as well as point dispersal downstream flow paths. These analytic tools when coupled with UAV atmospheric observations provide predictive capabilities to allow for rapid emergency response as well as developing a comprehensive preemptive counter-threat evacuation plan. The visualization tools involve high-end computing and massive parallel processing combined with texture mapping. We demonstrate our approach across a mountainous portion of North California under two contrasting meteorological conditions. Animations depicting flow over this geographical location provide immediate assistance in decision support and crisis management.
Data fusion of multiple kinect sensors for a rehabilitation system.
Huibin Du; Yiwen Zhao; Jianda Han; Zheng Wang; Guoli Song
2016-08-01
Kinect-like depth sensors have been widely used in rehabilitation systems. However, single depth sensor processes limb-blocking, data loss or data error poorly, making it less reliable. This paper focus on using two Kinect sensors and data fusion method to solve these problems. First, two Kinect sensors capture the motion data of the healthy arm of the hemiplegic patient; Second, merge the data using the method of Set-Membership-Filter (SMF); Then, mirror this motion data by the Middle-Plane; In the end, control the wearable robotic arm driving the patient's paralytic arm so that the patient can interactively and initiatively complete a variety of recovery actions prompted by computer with 3D animation games.
NASA Technical Reports Server (NTRS)
1993-01-01
MAST is a decision support system to help in the management of dairy herds. Data is collected on dairy herds around the country and processed at regional centers. One center is Cornell University, where Dr. Lawrence Jones and his team developed MAST. The system draws conclusions from the data and summarizes it graphically. CLIPS, which is embedded in MAST, gives the system the ability to make decisions without user interaction. With this technique, dairy managers can identify herd problems quickly, resulting in improved animal health and higher milk quality. CLIPS (C Language Integrated Production System) was developed by NASA's Johnson Space Center. It is a shell for developing expert systems designed to permit research, development and delivery on conventional computers.
ERIC Educational Resources Information Center
Weller, Herman G.; Hartson, H. Rex
1992-01-01
Describes human-computer interface needs for empowering environments in computer usage in which the machine handles the routine mechanics of problem solving while the user concentrates on its higher order meanings. A closed-loop model of interaction is described, interface as illusion is discussed, and metaphors for human-computer interaction are…
How memory of direct animal interactions can lead to territorial pattern formation.
Potts, Jonathan R; Lewis, Mark A
2016-05-01
Mechanistic home range analysis (MHRA) is a highly effective tool for understanding spacing patterns of animal populations. It has hitherto focused on populations where animals defend their territories by communicating indirectly, e.g. via scent marks. However, many animal populations defend their territories using direct interactions, such as ritualized aggression. To enable application of MHRA to such populations, we construct a model of direct territorial interactions, using linear stability analysis and energy methods to understand when territorial patterns may form. We show that spatial memory of past interactions is vital for pattern formation, as is memory of 'safe' places, where the animal has visited but not suffered recent territorial encounters. Additionally, the spatial range over which animals make decisions to move is key to understanding the size and shape of their resulting territories. Analysis using energy methods, on a simplified version of our system, shows that stability in the nonlinear system corresponds well to predictions of linear analysis. We also uncover a hysteresis in the process of territory formation, so that formation may depend crucially on initial space-use. Our analysis, in one dimension and two dimensions, provides mathematical groundwork required for extending MHRA to situations where territories are defended by direct encounters. © 2016 The Author(s).
Polachek, Alicia J; Wallace, Jean E
2018-03-01
Compassionate work appears paradoxical as it may provide great rewards, but may also come at great costs to care providers. This paper explores the paradox of compassionate work by examining what interactions contribute to compassion satisfaction and what interactions contribute to compassion fatigue. This mixed-methods, cross-sectional study uses qualitative interview data from animal health care providers (N = 20) to identify work interactions that they find satisfying or stressful. Quantitative survey data (N = 572) are used to test hypotheses generated from the interviews regarding predictors of compassion satisfaction and compassion fatigue. Interview transcripts were analyzed using a directed content analysis approach. Survey data were analyzed using ordinary least squares regression. The results highlight the complex nature of compassionate work. As hypothesized, making a difference to animals and building relationships with animal patients and human clients relate to greater compassion satisfaction. Human client barriers to animal care and witnessing client grief relate to greater compassion fatigue, as predicted. None of the predictors relate to less compassion fatigue, but forming relationships with animal patients relates to both greater compassion satisfaction and compassion fatigue. This paper enhances our understanding of provider-client-patient interactions and highlights the paradox of compassionate work.
Software Validation via Model Animation
NASA Technical Reports Server (NTRS)
Dutle, Aaron M.; Munoz, Cesar A.; Narkawicz, Anthony J.; Butler, Ricky W.
2015-01-01
This paper explores a new approach to validating software implementations that have been produced from formally-verified algorithms. Although visual inspection gives some confidence that the implementations faithfully reflect the formal models, it does not provide complete assurance that the software is correct. The proposed approach, which is based on animation of formal specifications, compares the outputs computed by the software implementations on a given suite of input values to the outputs computed by the formal models on the same inputs, and determines if they are equal up to a given tolerance. The approach is illustrated on a prototype air traffic management system that computes simple kinematic trajectories for aircraft. Proofs for the mathematical models of the system's algorithms are carried out in the Prototype Verification System (PVS). The animation tool PVSio is used to evaluate the formal models on a set of randomly generated test cases. Output values computed by PVSio are compared against output values computed by the actual software. This comparison improves the assurance that the translation from formal models to code is faithful and that, for example, floating point errors do not greatly affect correctness and safety properties.
Building an organic computing device with multiple interconnected brains
Pais-Vieira, Miguel; Chiuffa, Gabriela; Lebedev, Mikhail; Yadav, Amol; Nicolelis, Miguel A. L.
2015-01-01
Recently, we proposed that Brainets, i.e. networks formed by multiple animal brains, cooperating and exchanging information in real time through direct brain-to-brain interfaces, could provide the core of a new type of computing device: an organic computer. Here, we describe the first experimental demonstration of such a Brainet, built by interconnecting four adult rat brains. Brainets worked by concurrently recording the extracellular electrical activity generated by populations of cortical neurons distributed across multiple rats chronically implanted with multi-electrode arrays. Cortical neuronal activity was recorded and analyzed in real time, and then delivered to the somatosensory cortices of other animals that participated in the Brainet using intracortical microstimulation (ICMS). Using this approach, different Brainet architectures solved a number of useful computational problems, such as discrete classification, image processing, storage and retrieval of tactile information, and even weather forecasting. Brainets consistently performed at the same or higher levels than single rats in these tasks. Based on these findings, we propose that Brainets could be used to investigate animal social behaviors as well as a test bed for exploring the properties and potential applications of organic computers. PMID:26158615
A computational approach to animal breeding.
Berger-Wolf, Tanya Y; Moore, Cristopher; Saia, Jared
2007-02-07
We propose a computational model of mating strategies for controlled animal breeding programs. A mating strategy in a controlled breeding program is a heuristic with some optimization criteria as a goal. Thus, it is appropriate to use the computational tools available for analysis of optimization heuristics. In this paper, we propose the first discrete model of the controlled animal breeding problem and analyse heuristics for two possible objectives: (1) breeding for maximum diversity and (2) breeding a target individual. These two goals are representative of conservation biology and agricultural livestock management, respectively. We evaluate several mating strategies and provide upper and lower bounds for the expected number of matings. While the population parameters may vary and can change the actual number of matings for a particular strategy, the order of magnitude of the number of expected matings and the relative competitiveness of the mating heuristics remains the same. Thus, our simple discrete model of the animal breeding problem provides a novel viable and robust approach to designing and comparing breeding strategies in captive populations.
NASA Astrophysics Data System (ADS)
Myszkowski, Karol; Tawara, Takehiro; Seidel, Hans-Peter
2002-06-01
In this paper, we consider applications of perception-based video quality metrics to improve the performance of global lighting computations for dynamic environments. For this purpose we extend the Visible Difference Predictor (VDP) developed by Daly to handle computer animations. We incorporate into the VDP the spatio-velocity CSF model developed by Kelly. The CSF model requires data on the velocity of moving patterns across the image plane. We use the 3D image warping technique to compensate for the camera motion, and we conservatively assume that the motion of animated objects (usually strong attractors of the visual attention) is fully compensated by the smooth pursuit eye motion. Our global illumination solution is based on stochastic photon tracing and takes advantage of temporal coherence of lighting distribution, by processing photons both in the spatial and temporal domains. The VDP is used to keep noise inherent in stochastic methods below the sensitivity level of the human observer. As a result a perceptually-consistent quality across all animation frames is obtained.
Mayer, Richard E; Hegarty, Mary; Mayer, Sarah; Campbell, Julie
2005-12-01
In 4 experiments, students received a lesson consisting of computer-based animation and narration or a lesson consisting of paper-based static diagrams and text. The lessons used the same words and graphics in the paper-based and computer-based versions to explain the process of lightning formation (Experiment 1), how a toilet tank works (Experiment 2), how ocean waves work (Experiment 3), and how a car's braking system works (Experiment 4). On subsequent retention and transfer tests, the paper group performed significantly better than the computer group on 4 of 8 comparisons, and there was no significant difference on the rest. These results support the static media hypothesis, in which static illustrations with printed text reduce extraneous processing and promote germane processing as compared with narrated animations.
Validating two-dimensional leadership models on three-dimensionally structured fish schools
Nagy, Máté; Holbrook, Robert I.; Biro, Dora; Burt de Perera, Theresa
2017-01-01
Identifying leader–follower interactions is crucial for understanding how a group decides where or when to move, and how this information is transferred between members. Although many animal groups have a three-dimensional structure, previous studies investigating leader–follower interactions have often ignored vertical information. This raises the question of whether commonly used two-dimensional leader–follower analyses can be used justifiably on groups that interact in three dimensions. To address this, we quantified the individual movements of banded tetra fish (Astyanax mexicanus) within shoals by computing the three-dimensional trajectories of all individuals using a stereo-camera technique. We used these data firstly to identify and compare leader–follower interactions in two and three dimensions, and secondly to analyse leadership with respect to an individual's spatial position in three dimensions. We show that for 95% of all pairwise interactions leadership identified through two-dimensional analysis matches that identified through three-dimensional analysis, and we reveal that fish attend to the same shoalmates for vertical information as they do for horizontal information. Our results therefore highlight that three-dimensional analyses are not always required to identify leader–follower relationships in species that move freely in three dimensions. We discuss our results in terms of the importance of taking species' sensory capacities into account when studying interaction networks within groups. PMID:28280582
NASA Astrophysics Data System (ADS)
Othman, Muhammad Fakri; Senan, Norhalina; Suparjoh, Suriawati; Keay-Bright, Wendy
2017-10-01
We have proposed a method to assist children with coordination difficulties or dyspraxia to improve their pre-handwriting skills. We have chosen an animation technique called `Rotoscopy', a method that normally been used in animation and film production and adapted it to Rotoscopy Pre-handwriting Interface (RPI) prototypes using the interactive whiteboard (IWB) as interaction device. The motivation of this research is to discover how efficient if Rotoscopy is used beyond its normal purposes; and how it gives benefits in terms of behavioural and motivational aspects rather than commercial and profit point of view. Implementation of RPI prototypes has taken place through series of workshops with a teacher and a group of children with handwriting difficulties at a special education school in Caerphilly, Cardiff, United Kingdom. In the workshops children were given pre-handwriting activities in two different environments. They have been trained to use RPI prototypes and IWB, as well as pen and paper tasks. Their activities and action have been observed and recorded using video camera. Evaluation method is based-on video analysis of children's pre-handwriting result and their reaction and motivation during the workshop. It was learnt that majority of children who used RPI prototypes and IWB have produced better results in terms of accuracy of the drawing as compared to results of pen and paper activities. Furthermore the children were more motivated to use the prototypes and IWB rather than using pen and paper. The study's contribution to knowledge includes offering a new way to improve children's pre-handwriting skills using computer animation technique and touch-based devices.
Predicting oscillatory dynamics in the movement of territorial animals.
Giuggioli, L; Potts, J R; Harris, S
2012-07-07
Understanding ecological processes relies upon the knowledge of the dynamics of each individual component. In the context of animal population ecology, the way animals move and interact is of fundamental importance in explaining a variety of observed patterns. Here, we present a theoretical investigation on the movement dynamics of interacting scent-marking animals. We study how the movement statistics of territorial animals is responsible for the appearance of damped oscillations in the mean square displacement (MSD) of the animals. This non-monotonicity is shown to depend on one dimensionless parameter, given by the ratio of the correlation distance between successive steps to the size of the territory. As that parameter increases, the time dependence of the animal's MSD displays a transition from monotonic, characteristic of Brownian walks, to non-monotonic, characteristic of highly correlated walks. The results presented here represent a novel way of determining the degree of persistence in animal movement processes within confined regions.
Predicting oscillatory dynamics in the movement of territorial animals
Giuggioli, L.; Potts, J. R.; Harris, S.
2012-01-01
Understanding ecological processes relies upon the knowledge of the dynamics of each individual component. In the context of animal population ecology, the way animals move and interact is of fundamental importance in explaining a variety of observed patterns. Here, we present a theoretical investigation on the movement dynamics of interacting scent-marking animals. We study how the movement statistics of territorial animals is responsible for the appearance of damped oscillations in the mean square displacement (MSD) of the animals. This non-monotonicity is shown to depend on one dimensionless parameter, given by the ratio of the correlation distance between successive steps to the size of the territory. As that parameter increases, the time dependence of the animal's MSD displays a transition from monotonic, characteristic of Brownian walks, to non-monotonic, characteristic of highly correlated walks. The results presented here represent a novel way of determining the degree of persistence in animal movement processes within confined regions. PMID:22262814
NASA Astrophysics Data System (ADS)
Yang, Quan
2001-10-01
This study, involving 154 undergraduate college students in China, was conducted to determine whether the surface structure of visual graphics affect content learning when the learner was a non-native English speaker and learning took place in a non-English speaking environment. Instruction with concrete animated graphics resulted in significantly higher achievement, when compared to instruction with concrete static, abstract static, abstract animated graphics or text only without any graphical illustrations. It was also found, unexpectedly, the text-only instruction resulted in the second best achievement, significantly higher than instruction with concrete static, abstract static, and abstract animated graphics. In addition, there was a significant interaction with treatment and test item, which indicated that treatment effects on graphic-specific items differed from those on definitional items. Additional findings indicated that relation to graphics directly or indirectly from the text that students studied had little impact on their performance in the posttests. Further, 51% of the participants indicated that they relied on some graphical images to answer the test questions and 19% relied heavily on graphics when completing the tests. In conclusion, concrete graphics when combined with animation played a significant role in enhancing ESL student performance and enabled the students to achieve the best learning outcomes as compared to abstract animated, concrete static, and abstract static graphics. This result suggested a significant innovation in the design and development of ESL curriculum in computer-based instruction, which would enable ESL students to perform better and achieve the expected outcomes in content area learning.
Using computer agents to explain medical documents to patients with low health literacy.
Bickmore, Timothy W; Pfeifer, Laura M; Paasche-Orlow, Michael K
2009-06-01
Patients are commonly presented with complex documents that they have difficulty understanding. The objective of this study was to design and evaluate an animated computer agent to explain research consent forms to potential research participants. Subjects were invited to participate in a simulated consent process for a study involving a genetic repository. Explanation of the research consent form by the computer agent was compared to explanation by a human and a self-study condition in a randomized trial. Responses were compared according to level of health literacy. Participants were most satisfied with the consent process and most likely to sign the consent form when it was explained by the computer agent, regardless of health literacy level. Participants with adequate health literacy demonstrated the highest level of comprehension with the computer agent-based explanation compared to the other two conditions. However, participants with limited health literacy showed poor comprehension levels in all three conditions. Participants with limited health literacy reported several reasons, such as lack of time constraints, ability to re-ask questions, and lack of bias, for preferring the computer agent-based explanation over a human-based one. Animated computer agents can perform as well as or better than humans in the administration of informed consent. Animated computer agents represent a viable method for explaining health documents to patients.
Woldehanna, Sara; Zimicki, Susan
2015-03-01
Zoonotic disease emergence is not a purely biological process mediated only by ecologic factors; opportunities for transmission of zoonoses from animals to humans also depend on how people interact with animals. While exposure is conditioned by the type of animal and the location in which interactions occur, these in turn are influenced by human activity. The activities people engage in are determined by social as well as contextual factors including gender, age, socio-economic status, occupation, social norms, settlement patterns and livelihood systems, family and community dynamics, as well as national and global influences. This paper proposes an expanded "One Health" conceptual model for human-animal exposure that accounts for social as well as epidemiologic factors. The expanded model informed a new study approach to document the extent of human exposure to animals and explore the interplay of social and environmental factors that influence risk of transmission at the individual and community level. The approach includes a formative phase using qualitative and participatory methods, and a representative, random sample survey to quantify exposure to animals in a variety of settings. The paper discusses the different factors that were considered in developing the approach, including the range of animals asked about and the parameters of exposure that are included, as well as factors to be considered in local adaptation of the generic instruments. Illustrative results from research using this approach in Lao PDR are presented to demonstrate the effect of social factors on how people interact with animals. We believe that the expanded model can be similarly operationalized to explore the interactions of other social and policy-level determinants that may influence transmission of zoonoses. Copyright © 2014 Elsevier Ltd. All rights reserved.
Kin, Taichi; Nakatomi, Hirofumi; Shojima, Masaaki; Tanaka, Minoru; Ino, Kenji; Mori, Harushi; Kunimatsu, Akira; Oyama, Hiroshi; Saito, Nobuhito
2012-07-01
In this study, the authors used preoperative simulation employing 3D computer graphics (interactive computer graphics) to fuse all imaging data for brainstem cavernous malformations. The authors evaluated whether interactive computer graphics or 2D imaging correlated better with the actual operative field, particularly in identifying a developmental venous anomaly (DVA). The study population consisted of 10 patients scheduled for surgical treatment of brainstem cavernous malformations. Data from preoperative imaging (MRI, CT, and 3D rotational angiography) were automatically fused using a normalized mutual information method, and then reconstructed by a hybrid method combining surface rendering and volume rendering methods. With surface rendering, multimodality and multithreshold techniques for 1 tissue were applied. The completed interactive computer graphics were used for simulation of surgical approaches and assumed surgical fields. Preoperative diagnostic rates for a DVA associated with brainstem cavernous malformation were compared between conventional 2D imaging and interactive computer graphics employing receiver operating characteristic (ROC) analysis. The time required for reconstruction of 3D images was 3-6 hours for interactive computer graphics. Observation in interactive mode required approximately 15 minutes. Detailed anatomical information for operative procedures, from the craniotomy to microsurgical operations, could be visualized and simulated three-dimensionally as 1 computer graphic using interactive computer graphics. Virtual surgical views were consistent with actual operative views. This technique was very useful for examining various surgical approaches. Mean (±SEM) area under the ROC curve for rate of DVA diagnosis was significantly better for interactive computer graphics (1.000±0.000) than for 2D imaging (0.766±0.091; p<0.001, Mann-Whitney U-test). The authors report a new method for automatic registration of preoperative imaging data from CT, MRI, and 3D rotational angiography for reconstruction into 1 computer graphic. The diagnostic rate of DVA associated with brainstem cavernous malformation was significantly better using interactive computer graphics than with 2D images. Interactive computer graphics was also useful in helping to plan the surgical access corridor.
Pinheiro, Luan Tavares; Rodrigues, João Fabrício Mota; Borges-Nojosa, Diva Maria
2016-06-20
The attitudes and perceptions of people toward animals are influenced by sociodemographic factors, such as formal education and gender, and by personal experience. Understanding these interactions is critical for the establishment of conservation strategies for animals that have conflictual relationships with humans, such as snakes. Our study aims to explain how perceptions and the human fear of snakes vary and are influenced by formal education and gender. In addition, it aims to show how prior interaction with these animals influence these perceptions and the human fear toward snakes and how these perceptions and fear influence the importance of conservation of these animals. We collected data from June 2010 to December 2013 using questionnaires given to 1142 visitors of a scientific serpentarium (Núcleo Regional de Ofiologia da Universidade Federal do Ceará) in the municipality of Fortaleza, northeastern Brazil. Negative perceptions toward snakes were less frequent according to an increase in levels of schooling. Women had more negative perceptions and were more afraid of snakes than were men. Prior interaction with snakes decreased the occurrence of negative perceptions and reduced the level of human fear of these animals. People with negative perceptions classified the conservation of snakes as not important and were more afraid of these animals. Understanding the relationship between sociodemographic factors, prior experiences, perceptions, fear, and the importance given to conservation can help to better understand human attitudes toward snakes. Environmental education activities considering gender differences, involving preliminary interaction with snakes and focusing on priority targets identified in our study, such as people with low formal education, can increase the efficiency of measures for the conservation of these animals.
Animals as Mobile Biological Sensors for Forest Fire Detection.
Sahin, Yasar Guneri
2007-12-04
This paper proposes a mobile biological sensor system that can assist in earlydetection of forest fires one of the most dreaded natural disasters on the earth. The main ideapresented in this paper is to utilize animals with sensors as Mobile Biological Sensors(MBS). The devices used in this system are animals which are native animals living inforests, sensors (thermo and radiation sensors with GPS features) that measure thetemperature and transmit the location of the MBS, access points for wireless communicationand a central computer system which classifies of animal actions. The system offers twodifferent methods, firstly: access points continuously receive data about animals' locationusing GPS at certain time intervals and the gathered data is then classified and checked tosee if there is a sudden movement (panic) of the animal groups: this method is called animalbehavior classification (ABC). The second method can be defined as thermal detection(TD): the access points get the temperature values from the MBS devices and send the datato a central computer to check for instant changes in the temperatures. This system may beused for many purposes other than fire detection, namely animal tracking, poachingprevention and detecting instantaneous animal death.
Ikkatai, Yuko; Okanoya, Kazuo; Seki, Yoshimasa
2016-07-01
Humans communicate with one another not only face-to-face but also via modern telecommunication methods such as television and video conferencing. We readily detect the difference between people actively communicating with us and people merely acting via a broadcasting system. We developed an animal model of this novel communication method seen in humans to determine whether animals also make this distinction. We built a system for two animals to interact via audio-visual equipment in real-time, to compare behavioral differences between two conditions, an "interactive two-way condition" and a "non-interactive (one-way) condition." We measured birds' responses to stimuli which appeared in these two conditions. We used budgerigars, which are small, gregarious birds, and found that the frequency of vocal interaction with other individuals did not differ between the two conditions. However, body synchrony between the two birds was observed more often in the interactive condition, suggesting budgerigars recognized the difference between these interactive and non-interactive conditions on some level. Copyright © 2016 Elsevier B.V. All rights reserved.
Children and Computers Abstracts.
ERIC Educational Resources Information Center
Rothenberg, Dianne, Ed.
1992-01-01
Abstracts of reports of eight research studies on computer uses in children's education are presented. Topics covered include (1) LOGO computer language; (2) computer graphics for art instruction; (3) animation; (4) problem solving; (5) children's use of symbols; (6) an evaluation of a Chapter 1 program involving children's computer use; (7) peer…
Anthropomorphism influences perception of computer-animated characters’ actions
Hodgins, Jessica; Kawato, Mitsuo
2007-01-01
Computer-animated characters are common in popular culture and have begun to be used as experimental tools in social cognitive neurosciences. Here we investigated how appearance of these characters’ influences perception of their actions. Subjects were presented with different characters animated either with motion data captured from human actors or by interpolating between poses (keyframes) designed by an animator, and were asked to categorize the motion as biological or artificial. The response bias towards ‘biological’, derived from the Signal Detection Theory, decreases with characters’ anthropomorphism, while sensitivity is only affected by the simplest rendering style, point-light displays. fMRI showed that the response bias correlates positively with activity in the mentalizing network including left temporoparietal junction and anterior cingulate cortex, and negatively with regions sustaining motor resonance. The absence of significant effect of the characters on the brain activity suggests individual differences in the neural responses to unfamiliar artificial agents. While computer-animated characters are invaluable tools to investigate the neural bases of social cognition, further research is required to better understand how factors such as anthropomorphism affect their perception, in order to optimize their appearance for entertainment, research or therapeutic purposes. PMID:18985142
Efficient utilization of graphics technology for space animation
NASA Technical Reports Server (NTRS)
Panos, Gregory Peter
1989-01-01
Efficient utilization of computer graphics technology has become a major investment in the work of aerospace engineers and mission designers. These new tools are having a significant impact in the development and analysis of complex tasks and procedures which must be prepared prior to actual space flight. Design and implementation of useful methods in applying these tools has evolved into a complex interaction of hardware, software, network, video and various user interfaces. Because few people can understand every aspect of this broad mix of technology, many specialists are required to build, train, maintain and adapt these tools to changing user needs. Researchers have set out to create systems where an engineering designer can easily work to achieve goals with a minimum of technological distraction. This was accomplished with high-performance flight simulation visual systems and supercomputer computational horsepower. Control throughout the creative process is judiciously applied while maintaining generality and ease of use to accommodate a wide variety of engineering needs.
Zhao, Ming; Rattanatamrong, Prapaporn; DiGiovanna, Jack; Mahmoudi, Babak; Figueiredo, Renato J; Sanchez, Justin C; Príncipe, José C; Fortes, José A B
2008-01-01
Dynamic data-driven brain-machine interfaces (DDDBMI) have great potential to advance the understanding of neural systems and improve the design of brain-inspired rehabilitative systems. This paper presents a novel cyberinfrastructure that couples in vivo neurophysiology experimentation with massive computational resources to provide seamless and efficient support of DDDBMI research. Closed-loop experiments can be conducted with in vivo data acquisition, reliable network transfer, parallel model computation, and real-time robot control. Behavioral experiments with live animals are supported with real-time guarantees. Offline studies can be performed with various configurations for extensive analysis and training. A Web-based portal is also provided to allow users to conveniently interact with the cyberinfrastructure, conducting both experimentation and analysis. New motor control models are developed based on this approach, which include recursive least square based (RLS) and reinforcement learning based (RLBMI) algorithms. The results from an online RLBMI experiment shows that the cyberinfrastructure can successfully support DDDBMI experiments and meet the desired real-time requirements.
ERIC Educational Resources Information Center
Aktas, Mine; Bulut, Mehmet; Yuksel, Tugba
2011-01-01
In this study it is investigated that teaching of different pattern types by using computer animations and activities. The sample of this study was 28 eighth grade students in second semester of 2010-2011 educational years. They are at public school in Ankara. The one group pre-test post-test design was used for research methodology. Data were…
ERIC Educational Resources Information Center
Massaro, Dominic W.; Bosseler, Alexis
2006-01-01
A computer-animated tutor, Baldi, has been successful in teaching vocabulary and grammar to children with autism and those with hearing problems. The present study assessed to what extent the face facilitated this learning process relative to the voice alone. Baldi was implemented in a Language Wizard/Tutor, which allows easy creation and…
The benefits of 3D modelling and animation in medical teaching.
Vernon, Tim; Peckham, Daniel
2002-12-01
Three-dimensional models created using materials such as wax, bronze and ivory, have been used in the teaching of medicine for many centuries. Today, computer technology allows medical illustrators to create virtual three-dimensional medical models. This paper considers the benefits of using still and animated output from computer-generated models in the teaching of medicine, and examines how three-dimensional models are made.
ERIC Educational Resources Information Center
Fang, N.; Tajvidi, M.
2018-01-01
This study focuses on the investigation of the effects of computer simulation and animation (CSA) on students' cognitive processes in an undergraduate engineering course. The revised Bloom's taxonomy, which consists of six categories in the cognitive process domain, was employed in this study. Five of the six categories were investigated,…
Herbivore-plant interactions and desertification in arid lands
USDA-ARS?s Scientific Manuscript database
Arid lands around the world have experienced or are currently experiencing degradation that is known as desertification. Animal-plant interactions that have an effect on desertification are among the most important function of animals in arid ecosystems. Desertification has been defined as land de...
Face-to-Face Interaction with Pedagogical Agents, Twenty Years Later
ERIC Educational Resources Information Center
Johnson, W. Lewis; Lester, James C.
2016-01-01
Johnson et al. ("International Journal of Artificial Intelligence in Education," 11, 47-78, 2000) introduced and surveyed a new paradigm for interactive learning environments: animated pedagogical agents. The article argued for combining animated interface agent technologies with intelligent learning environments, yielding intelligent…
Phylowood: interactive web-based animations of biogeographic and phylogeographic histories.
Landis, Michael J; Bedford, Trevor
2014-01-01
Phylowood is a web service that uses JavaScript to generate in-browser animations of biogeographic and phylogeographic histories from annotated phylogenetic input. The animations are interactive, allowing the user to adjust spatial and temporal resolution, and highlight phylogenetic lineages of interest. All documentation and source code for Phylowood is freely available at https://github.com/mlandis/phylowood, and a live web application is available at https://mlandis.github.io/phylowood.
Application of computer virtual simulation technology in 3D animation production
NASA Astrophysics Data System (ADS)
Mo, Can
2017-11-01
In the continuous development of computer technology, the application system of virtual simulation technology has been further optimized and improved. It also has been widely used in various fields of social development, such as city construction, interior design, industrial simulation and tourism teaching etc. This paper mainly introduces the virtual simulation technology used in 3D animation. Based on analyzing the characteristics of virtual simulation technology, the application ways and means of this technology in 3D animation are researched. The purpose is to provide certain reference for the 3D effect promotion days after.
Self-Motion Perception: Assessment by Real-Time Computer Generated Animations
NASA Technical Reports Server (NTRS)
Parker, Donald E.
1999-01-01
Our overall goal is to develop materials and procedures for assessing vestibular contributions to spatial cognition. The specific objective of the research described in this paper is to evaluate computer-generated animations as potential tools for studying self-orientation and self-motion perception. Specific questions addressed in this study included the following. First, does a non- verbal perceptual reporting procedure using real-time animations improve assessment of spatial orientation? Are reports reliable? Second, do reports confirm expectations based on stimuli to vestibular apparatus? Third, can reliable reports be obtained when self-motion description vocabulary training is omitted?
Mathematics as a Conduit for Translational Research in Post-Traumatic Osteoarthritis
Ayati, Bruce P.; Kapitanov, Georgi I.; Coleman, Mitchell C.; Anderson, Donald D.; Martin, James A.
2016-01-01
Biomathematical models offer a powerful method of clarifying complex temporal interactions and the relationships among multiple variables in a system. We present a coupled in silico biomathematical model of articular cartilage degeneration in response to impact and/or aberrant loading such as would be associated with injury to an articular joint. The model incorporates fundamental biological and mechanical information obtained from explant and small animal studies to predict post-traumatic osteoarthritis (PTOA) progression, with an eye toward eventual application in human patients. In this sense, we refer to the mathematics as a “conduit of translation”. The new in silico framework presented in this paper involves a biomathematical model for the cellular and biochemical response to strains computed using finite element analysis. The model predicts qualitative responses presently, utilizing system parameter values largely taken from the literature. To contribute to accurate predictions, models need to be accurately parameterized with values that are based on solid science. We discuss a parameter identification protocol that will enable us to make increasingly accurate predictions of PTOA progression using additional data from smaller scale explant and small animal assays as they become available. By distilling the data from the explant and animal assays into parameters for biomathematical models, mathematics can translate experimental data to clinically relevant knowledge. PMID:27653021
On the Rhetorical Contract in Human-Computer Interaction.
ERIC Educational Resources Information Center
Wenger, Michael J.
1991-01-01
An exploration of the rhetorical contract--i.e., the expectations for appropriate interaction--as it develops in human-computer interaction revealed that direct manipulation interfaces were more likely to establish social expectations. Study results suggest that the social nature of human-computer interactions can be examined with reference to the…
Baldassarre, Gianluca; Mannella, Francesco; Fiore, Vincenzo G; Redgrave, Peter; Gurney, Kevin; Mirolli, Marco
2013-05-01
Reinforcement (trial-and-error) learning in animals is driven by a multitude of processes. Most animals have evolved several sophisticated systems of 'extrinsic motivations' (EMs) that guide them to acquire behaviours allowing them to maintain their bodies, defend against threat, and reproduce. Animals have also evolved various systems of 'intrinsic motivations' (IMs) that allow them to acquire actions in the absence of extrinsic rewards. These actions are used later to pursue such rewards when they become available. Intrinsic motivations have been studied in Psychology for many decades and their biological substrates are now being elucidated by neuroscientists. In the last two decades, investigators in computational modelling, robotics and machine learning have proposed various mechanisms that capture certain aspects of IMs. However, we still lack models of IMs that attempt to integrate all key aspects of intrinsically motivated learning and behaviour while taking into account the relevant neurobiological constraints. This paper proposes a bio-constrained system-level model that contributes a major step towards this integration. The model focusses on three processes related to IMs and on the neural mechanisms underlying them: (a) the acquisition of action-outcome associations (internal models of the agent-environment interaction) driven by phasic dopamine signals caused by sudden, unexpected changes in the environment; (b) the transient focussing of visual gaze and actions on salient portions of the environment; (c) the subsequent recall of actions to pursue extrinsic rewards based on goal-directed reactivation of the representations of their outcomes. The tests of the model, including a series of selective lesions, show how the focussing processes lead to a faster learning of action-outcome associations, and how these associations can be recruited for accomplishing goal-directed behaviours. The model, together with the background knowledge reviewed in the paper, represents a framework that can be used to guide the design and interpretation of empirical experiments on IMs, and to computationally validate and further develop theories on them. Copyright © 2012 Elsevier Ltd. All rights reserved.
Bagci, Ulas; Foster, Brent; Miller-Jaster, Kirsten; Luna, Brian; Dey, Bappaditya; Bishai, William R; Jonsson, Colleen B; Jain, Sanjay; Mollura, Daniel J
2013-07-23
Infectious diseases are the second leading cause of death worldwide. In order to better understand and treat them, an accurate evaluation using multi-modal imaging techniques for anatomical and functional characterizations is needed. For non-invasive imaging techniques such as computed tomography (CT), magnetic resonance imaging (MRI), and positron emission tomography (PET), there have been many engineering improvements that have significantly enhanced the resolution and contrast of the images, but there are still insufficient computational algorithms available for researchers to use when accurately quantifying imaging data from anatomical structures and functional biological processes. Since the development of such tools may potentially translate basic research into the clinic, this study focuses on the development of a quantitative and qualitative image analysis platform that provides a computational radiology perspective for pulmonary infections in small animal models. Specifically, we designed (a) a fast and robust automated and semi-automated image analysis platform and a quantification tool that can facilitate accurate diagnostic measurements of pulmonary lesions as well as volumetric measurements of anatomical structures, and incorporated (b) an image registration pipeline to our proposed framework for volumetric comparison of serial scans. This is an important investigational tool for small animal infectious disease models that can help advance researchers' understanding of infectious diseases. We tested the utility of our proposed methodology by using sequentially acquired CT and PET images of rabbit, ferret, and mouse models with respiratory infections of Mycobacterium tuberculosis (TB), H1N1 flu virus, and an aerosolized respiratory pathogen (necrotic TB) for a total of 92, 44, and 24 scans for the respective studies with half of the scans from CT and the other half from PET. Institutional Administrative Panel on Laboratory Animal Care approvals were obtained prior to conducting this research. First, the proposed computational framework registered PET and CT images to provide spatial correspondences between images. Second, the lungs from the CT scans were segmented using an interactive region growing (IRG) segmentation algorithm with mathematical morphology operations to avoid false positive (FP) uptake in PET images. Finally, we segmented significant radiotracer uptake from the PET images in lung regions determined from CT and computed metabolic volumes of the significant uptake. All segmentation processes were compared with expert radiologists' delineations (ground truths). Metabolic and gross volume of lesions were automatically computed with the segmentation processes using PET and CT images, and percentage changes in those volumes over time were calculated. (Continued on next page)(Continued from previous page) Standardized uptake value (SUV) analysis from PET images was conducted as a complementary quantitative metric for disease severity assessment. Thus, severity and extent of pulmonary lesions were examined through both PET and CT images using the aforementioned quantification metrics outputted from the proposed framework. Each animal study was evaluated within the same subject class, and all steps of the proposed methodology were evaluated separately. We quantified the accuracy of the proposed algorithm with respect to the state-of-the-art segmentation algorithms. For evaluation of the segmentation results, dice similarity coefficient (DSC) as an overlap measure and Haussdorf distance as a shape dissimilarity measure were used. Significant correlations regarding the estimated lesion volumes were obtained both in CT and PET images with respect to the ground truths (R2=0.8922,p<0.01 and R2=0.8664,p<0.01, respectively). The segmentation accuracy (DSC (%)) was 93.4±4.5% for normal lung CT scans and 86.0±7.1% for pathological lung CT scans. Experiments showed excellent agreements (all above 85%) with expert evaluations for both structural and functional imaging modalities. Apart from quantitative analysis of each animal, we also qualitatively showed how metabolic volumes were changing over time by examining serial PET/CT scans. Evaluation of the registration processes was based on precisely defined anatomical landmark points by expert clinicians. An average of 2.66, 3.93, and 2.52 mm errors was found in rabbit, ferret, and mouse data (all within the resolution limits), respectively. Quantitative results obtained from the proposed methodology were visually related to the progress and severity of the pulmonary infections as verified by the participating radiologists. Moreover, we demonstrated that lesions due to the infections were metabolically active and appeared multi-focal in nature, and we observed similar patterns in the CT images as well. Consolidation and ground glass opacity were the main abnormal imaging patterns and consistently appeared in all CT images. We also found that the gross and metabolic lesion volume percentage follow the same trend as the SUV-based evaluation in the longitudinal analysis. We explored the feasibility of using PET and CT imaging modalities in three distinct small animal models for two diverse pulmonary infections. We concluded from the clinical findings, derived from the proposed computational pipeline, that PET-CT imaging is an invaluable hybrid modality for tracking pulmonary infections longitudinally in small animals and has great potential to become routinely used in clinics. Our proposed methodology showed that automated computed-aided lesion detection and quantification of pulmonary infections in small animal models are efficient and accurate as compared to the clinical standard of manual and semi-automated approaches. Automated analysis of images in pre-clinical applications can increase the efficiency and quality of pre-clinical findings that ultimately inform downstream experimental design in human clinical studies; this innovation will allow researchers and clinicians to more effectively allocate study resources with respect to research demands without compromising accuracy.
2005-06-02
This still from an animation created from data from the Microwave Limb Sounder instrument on NASA Aura spacecraft depicts the complex interaction of chemicals involved in the destruction of ozone during the 2005 Arctic winter.
NASA Astrophysics Data System (ADS)
Baart, F.; van Gils, A.; Hagenaars, G.; Donchyts, G.; Eisemann, E.; van Velzen, J. W.
2016-12-01
A compelling visualization is captivating, beautiful and narrative. Here we show how melding the skills of computer graphics, art, statistics, and environmental modeling can be used to generate innovative, attractive and very informative visualizations. We focus on the topic of visualizing forecasts and measurements of water (water level, waves, currents, density, and salinity). For the field of computer graphics and arts, water is an important topic because it occurs in many natural scenes. For environmental modeling and statistics, water is an important topic because the water is essential for transport, a healthy environment, fruitful agriculture, and a safe environment.The different disciplines take different approaches to visualizing water. In computer graphics, one focusses on creating water as realistic looking as possible. The focus on realistic perception (versus the focus on the physical balance pursued by environmental scientists) resulted in fascinating renderings, as seen in recent games and movies. Visualization techniques for statistical results have benefited from the advancement in design and journalism, resulting in enthralling infographics. The field of environmental modeling has absorbed advances in contemporary cartography as seen in the latest interactive data-driven maps. We systematically review the design emerging types of water visualizations. The examples that we analyze range from dynamically animated forecasts, interactive paintings, infographics, modern cartography to web-based photorealistic rendering. By characterizing the intended audience, the design choices, the scales (e.g. time, space), and the explorability we provide a set of guidelines and genres. The unique contributions of the different fields show how the innovations in the current state of the art of water visualization have benefited from inter-disciplinary collaborations.
Human interaction as environmental enrichment for pair-housed wolves and wolf-dog crosses.
Mehrkam, Lindsay R; Verdi, Nicolle T; Wynne, Clive D L
2014-01-01
Private nonhuman animal sanctuaries are often financially limited in their ability to implement traditional environmental enrichment strategies. One possible solution may be to provide socialized animals with human interaction sessions. However, the merit of human interaction as enrichment has received little empirical attention to date. The present study aimed to evaluate whether human interaction could be enriching for socialized, pair-housed wolves and wolf-dog crosses at a private sanctuary. Observations of each subject were conducted in a reversal design to measure species-typical affiliation, activity levels, and aberrant behaviors when caretakers were both present and absent. The results demonstrate significantly higher levels of conspecific-directed affiliation and activity levels and reduced aberrant behavior when human interaction was available. Social play also increased when caregivers were present, supporting the hypothesis that play among conspecifics may be maintained by positive changes in an animal's environment. The potential for human interaction to be established as a scientifically validated, cost-effective enrichment strategy is supported by these findings.
Long-range Acoustic Interactions in Insect Swarms: An Adaptive Gravity Model
NASA Astrophysics Data System (ADS)
Gorbonos, Dan; Ianconescu, Reuven; Puckett, James G.; Ni, Rui; Ouellette, Nicholas T.; Gov, Nir S.
The collective motion of groups of animals emerges from the net effect of the interactions between individual members of the group. In many cases, such as birds, fish, or ungulates, these interactions are mediated by sensory stimuli that predominantly arise from nearby neighbors. But not all stimuli in animal groups are short range. Here, we consider mating swarms of midges, which interact primarily via long-range acoustic stimuli. We exploit the similarity in form between the decay of acoustic and gravitational sources to build a model for swarm behavior. By accounting for the adaptive nature of the midges' acoustic sensing, we show that our ``adaptive gravity'' model makes mean-field predictions that agree well with experimental observations of laboratory swarms. Our results highlight the role of sensory mechanisms and interaction range in collective animal behavior. The adaptive interactions that we present here open a new class of equations of motion, which may appear in other biological contexts.
Long-range acoustic interactions in insect swarms: an adaptive gravity model
NASA Astrophysics Data System (ADS)
Gorbonos, Dan; Ianconescu, Reuven; Puckett, James G.; Ni, Rui; Ouellette, Nicholas T.; Gov, Nir S.
2016-07-01
The collective motion of groups of animals emerges from the net effect of the interactions between individual members of the group. In many cases, such as birds, fish, or ungulates, these interactions are mediated by sensory stimuli that predominantly arise from nearby neighbors. But not all stimuli in animal groups are short range. Here, we consider mating swarms of midges, which are thought to interact primarily via long-range acoustic stimuli. We exploit the similarity in form between the decay of acoustic and gravitational sources to build a model for swarm behavior. By accounting for the adaptive nature of the midges’ acoustic sensing, we show that our ‘adaptive gravity’ model makes mean-field predictions that agree well with experimental observations of laboratory swarms. Our results highlight the role of sensory mechanisms and interaction range in collective animal behavior. Additionally, the adaptive interactions that we present here open a new class of equations of motion, which may appear in other biological contexts.
NASA Technical Reports Server (NTRS)
1998-01-01
This NASA JPL (Jet Propulsion Laboratory) video production is a compilation of the best short movies and computer simulation/animations of the Galileo spacecraft's journey to Jupiter. A limited number of actual shots are presented of Jupiter and its natural satellites. Most of the video is comprised of computer animations of the spacecraft's trajectory, encounters with the Galilean satellites Io, Europa and Ganymede, as well as their atmospheric and surface structures. Computer animations of plasma wave observations of Ganymede's magnetosphere, a surface gravity map of Io, the Galileo/Io flyby, the Galileo space probe orbit insertion around Jupiter, and actual shots of Jupiter's Great Red Spot are presented. Panoramic views of our Earth (from orbit) and moon (from orbit) as seen from Galileo as well as actual footage of the Space Shuttle/Galileo liftoff and Galileo's space probe separation are also included.
SSM/OOM - SSM WITH OOM MANIPULATION CODE
NASA Technical Reports Server (NTRS)
Goza, S. P.
1994-01-01
Creating, animating, and recording solid-shaded and wireframe three-dimensional geometric models can be of great assistance in the research and design phases of product development, in project planning, and in engineering analyses. SSM and OOM are application programs which together allow for interactive construction and manipulation of three-dimensional models of real-world objects as simple as boxes or as complex as Space Station Freedom. The output of SSM, in the form of binary files defining geometric three dimensional models, is used as input to OOM. Animation in OOM is done using 3D models from SSM as well as cameras and light sources. The animated results of OOM can be output to videotape recorders, film recorders, color printers and disk files. SSM and OOM are also available separately as MSC-21914 and MSC-22263, respectively. The Solid Surface Modeler (SSM) is an interactive graphics software application for solid-shaded and wireframe three-dimensional geometric modeling. The program has a versatile user interface that, in many cases, allows mouse input for intuitive operation or keyboard input when accuracy is critical. SSM can be used as a stand-alone model generation and display program and offers high-fidelity still image rendering. Models created in SSM can also be loaded into the Object Orientation Manipulator for animation or engineering simulation. The Object Orientation Manipulator (OOM) is an application program for creating, rendering, and recording three-dimensional computer-generated still and animated images. This is done using geometrically defined 3D models, cameras, and light sources, referred to collectively as animation elements. OOM does not provide the tools necessary to construct 3D models; instead, it imports binary format model files generated by the Solid Surface Modeler (SSM). Model files stored in other formats must be converted to the SSM binary format before they can be used in OOM. SSM is available as MSC-21914 or as part of the SSM/OOM bundle, COS-10047. Among OOM's features are collision detection (with visual and audio feedback), the capability to define and manipulate hierarchical relationships between animation elements, stereographic display, and ray- traced rendering. OOM uses Euler angle transformations for calculating the results of translation and rotation operations. OOM and SSM are written in C-language for implementation on SGI IRIS 4D series workstations running the IRIX operating system. A minimum of 8Mb of RAM is recommended for each program. The standard distribution medium for this program package is a .25 inch streaming magnetic IRIX tape cartridge in UNIX tar format. These versions of OOM and SSM were released in 1993.
GVS - GENERAL VISUALIZATION SYSTEM
NASA Technical Reports Server (NTRS)
Keith, S. R.
1994-01-01
The primary purpose of GVS (General Visualization System) is to support scientific visualization of data output by the panel method PMARC_12 (inventory number ARC-13362) on the Silicon Graphics Iris computer. GVS allows the user to view PMARC geometries and wakes as wire frames or as light shaded objects. Additionally, geometries can be color shaded according to phenomena such as pressure coefficient or velocity. Screen objects can be interactively translated and/or rotated to permit easy viewing. Keyframe animation is also available for studying unsteady cases. The purpose of scientific visualization is to allow the investigator to gain insight into the phenomena they are examining, therefore GVS emphasizes analysis, not artistic quality. GVS uses existing IRIX 4.0 image processing tools to allow for conversion of SGI RGB files to other formats. GVS is a self-contained program which contains all the necessary interfaces to control interaction with PMARC data. This includes 1) the GVS Tool Box, which supports color histogram analysis, lighting control, rendering control, animation, and positioning, 2) GVS on-line help, which allows the user to access control elements and get information about each control simultaneously, and 3) a limited set of basic GVS data conversion filters, which allows for the display of data requiring simpler data formats. Specialized controls for handling PMARC data include animation and wakes, and visualization of off-body scan volumes. GVS is written in C-language for use on SGI Iris series computers running IRIX. It requires 28Mb of RAM for execution. Two separate hardcopy documents are available for GVS. The basic document price for ARC-13361 includes only the GVS User's Manual, which outlines major features of the program and provides a tutorial on using GVS with PMARC_12 data. Programmers interested in modifying GVS for use with data in formats other than PMARC_12 format may purchase a copy of the draft GVS 3.1 Software Maintenance Manual separately, if desired, for $26. An electronic copy of the User's Manual, in Macintosh Word format, is included on the distribution media. Purchasers of GVS are advised that changes and extensions to GVS are made at their own risk. In addition, GVS includes an on-line help system and sample input files. The standard distribution medium for GVS is a .25 inch streaming magnetic tape cartridge in IRIX tar format. GVS was developed in 1992.
Consequences of animal interactions on their dynamics: emergence of home ranges and territoriality.
Giuggioli, Luca; Kenkre, V M
2014-01-01
Animal spacing has important implications for population abundance, species demography and the environment. Mechanisms underlying spatial segregation have their roots in the characteristics of the animals, their mutual interaction and their response, collective as well as individual, to environmental variables. This review describes how the combination of these factors shapes the patterns we observe and presents a practical, usable framework for the analysis of movement data in confined spaces. The basis of the framework is the theory of interacting random walks and the mathematical description of out-of-equilibrium systems. Although our focus is on modelling and interpreting animal home ranges and territories in vertebrates, we believe further studies on invertebrates may also help to answer questions and resolve unanswered puzzles that are still inaccessible to experimental investigation in vertebrate species.
Plant-animal interactions in suburban environments: implications for floral evolution.
Irwin, Rebecca E; Warren, Paige S; Carper, Adrian L; Adler, Lynn S
2014-03-01
Plant interactions with mutualists and antagonists vary remarkably across space, and have played key roles in the ecology and evolution of flowering plants. One dominant form of spatial variation is human modification of the landscape, including urbanization and suburbanization. Our goal was to assess how suburbanization affected plant-animal interactions in Gelsemium sempervirens in the southeastern United States, including interactions with mutualists (pollination) and antagonists (nectar robbing and florivory). Based on differences in plant-animal interactions measured in multiple replicate sites, we then developed predictions for how these differences would affect patterns of natural selection, and we explored the patterns using measurements of floral and defensive traits in the field and in a common garden. We found that Gelsemium growing in suburban sites experienced more robbing and florivory as well as more heterospecific but not conspecific pollen transfer. Floral traits, particularly corolla length and width, influenced the susceptibility of plants to particular interactors. Observational data of floral traits measured in the field and in a common garden provided some supporting but also some conflicting evidence for the hypothesis that floral traits evolved in response to differences in species interactions in suburban vs. wild sites. However, the degree to which plants can respond to any one interactor may be constrained by correlations among floral morphological traits. Taken together, consideration of the broader geographic context in which organisms interact, in both suburban and wild areas, is fundamental to our understanding of the forces that shape contemporary plant-animal interactions and selection pressures in native species.
2014-09-01
Sunnen CN, Crowell B, Lee GH, Anderson AE, and D’Arcangelo G. Examination of the Role of Pten in Ionotropic Glutamate Receptor Expression. National...PTEN, and the NMDA Receptor in Animal Models of Tuberous Sclerosis PRINCIPAL INVESTIGATOR: D’Arcangelo, Gabriella CONTRACTING...June 2014 4. TITLE AND SUBTITLE Exploring the Interaction between TSC2, PTEN, and the NMDA Receptor in Animal Models of Tuberous Sclerosis 5a
Tornoe, Birte; Skov, Liselotte
2012-03-01
This pilot study evaluated the effect of computer animated relaxation therapy in children between 7 and 13 years with tension-type headache and the children's experiences with the therapy. The therapy consisted of an uncontrolled nine-session course in modified progressive relaxation therapy assisted by computer animated surface EMG provided from the trapezius muscles and with the physiotherapist as a participant observer. Outcome measures were (a) headache frequency and intensity, (b) pericranial tenderness, (c) tension patterns, and (d) evaluations assessed at baseline and at 3 months follow up. Nine children, mean age 10.9 (SD 1.7) years, diagnosed with frequent episodic or chronic tension-type headache completed the course. The results showed a mean improvement of 45% for headache frequency at 3 months follow up versus baseline and a significant reduction in headache frequency for all participants and in Total Tenderness Score for children with frequent episodic tension-type headache. The children expressed a growing understanding of body reactions and an acquired ability to deactivate and regulate these reactions. Computer animated SEMG seems an applicable learning strategy for young headache sufferers. This study suggests that children below the age of 13 need both the dialog and guidance from a participant observer in order to achieve body awareness.
Rare Neural Correlations Implement Robotic Conditioning with Delayed Rewards and Disturbances
Soltoggio, Andrea; Lemme, Andre; Reinhart, Felix; Steil, Jochen J.
2013-01-01
Neural conditioning associates cues and actions with following rewards. The environments in which robots operate, however, are pervaded by a variety of disturbing stimuli and uncertain timing. In particular, variable reward delays make it difficult to reconstruct which previous actions are responsible for following rewards. Such an uncertainty is handled by biological neural networks, but represents a challenge for computational models, suggesting the lack of a satisfactory theory for robotic neural conditioning. The present study demonstrates the use of rare neural correlations in making correct associations between rewards and previous cues or actions. Rare correlations are functional in selecting sparse synapses to be eligible for later weight updates if a reward occurs. The repetition of this process singles out the associating and reward-triggering pathways, and thereby copes with distal rewards. The neural network displays macro-level classical and operant conditioning, which is demonstrated in an interactive real-life human-robot interaction. The proposed mechanism models realistic conditioning in humans and animals and implements similar behaviors in neuro-robotic platforms. PMID:23565092
Glycosides from edible sea cucumbers stimulate macrophages via purinergic receptors
Aminin, Dmitry; Pislyagin, Evgeny; Astashev, Maxim; Es’kov, Andrey; Kozhemyako, Valery; Avilov, Sergei; Zelepuga, Elena; Yurchenko, Ekaterina; Kaluzhskiy, Leonid; Kozlovskaya, Emma; Ivanov, Alexis; Stonik, Valentin
2016-01-01
Since ancient times, edible sea cucumbers have been considered a jewel of the seabed and used in Asian folk medicine for stimulation of resistance against different diseases. However, the power of this sea food has not been established on a molecular level. A particular group of triterpene glycosides was found to be characteristic metabolites of the animals, responsible for this biological action. Using one of them, cucumarioside A2-2 (CA2-2) from the edible Cucumaria japonica species as an example as well as inhibitory analysis, patch-clamp on single macrophages, small interfering RNA technique, immunoblotting, SPR analysis, computer modeling and other methods, we demonstrate low doses of CA2-2 specifically to interact with P2X receptors (predominantly P2X4) on membranes of mature macrophages, enhancing the reversible ATP-dependent Ca2+ intake and recovering Ca2+ transport at inactivation of these receptors. As result, interaction of glycosides of this type with P2X receptors leads to activation of cellular immunity. PMID:28004778
A New Java Animation in Peer-Reviewed "JCE" Webware
ERIC Educational Resources Information Center
Coleman, William F.; Fedosky, Edward W.
2006-01-01
"Computer Simulations of Salt Solubility" by Victor M. S. Gil provides an animated, visual interpretation of the different solubilities of related salts based on simple entropy changes associated with dissolution such as configurational disorder and thermal disorder. This animation can help improve students' conceptual understanding of…
A Simple Interactive Software Package for Plotting, Animating, and Calculating
ERIC Educational Resources Information Center
Engelhardt, Larry
2012-01-01
We introduce a new open source (free) software package that provides a simple, highly interactive interface for carrying out certain mathematical tasks that are commonly encountered in physics. These tasks include plotting and animating functions, solving systems of coupled algebraic equations, and basic calculus (differentiating and integrating…
Bears. Interactive Animal Kit. Grades 1-3.
ERIC Educational Resources Information Center
Bernard, Robin
This kit was created to make learning about bears a fun and meaningful experience for teachers and students. It offers students opportunities to learn about favorite animals through an assortment of fun activities filled with information. The activities interact with science, language arts, critical thinking, music, social studies, math, art, and…
Occupational stress in human computer interaction.
Smith, M J; Conway, F T; Karsh, B T
1999-04-01
There have been a variety of research approaches that have examined the stress issues related to human computer interaction including laboratory studies, cross-sectional surveys, longitudinal case studies and intervention studies. A critical review of these studies indicates that there are important physiological, biochemical, somatic and psychological indicators of stress that are related to work activities where human computer interaction occurs. Many of the stressors of human computer interaction at work are similar to those stressors that have historically been observed in other automated jobs. These include high workload, high work pressure, diminished job control, inadequate employee training to use new technology, monotonous tasks, por supervisory relations, and fear for job security. New stressors have emerged that can be tied primarily to human computer interaction. These include technology breakdowns, technology slowdowns, and electronic performance monitoring. The effects of the stress of human computer interaction in the workplace are increased physiological arousal; somatic complaints, especially of the musculoskeletal system; mood disturbances, particularly anxiety, fear and anger; and diminished quality of working life, such as reduced job satisfaction. Interventions to reduce the stress of computer technology have included improved technology implementation approaches and increased employee participation in implementation. Recommendations for ways to reduce the stress of human computer interaction at work are presented. These include proper ergonomic conditions, increased organizational support, improved job content, proper workload to decrease work pressure, and enhanced opportunities for social support. A model approach to the design of human computer interaction at work that focuses on the system "balance" is proposed.
Animations, games, and virtual reality for the Jing-Hang Grand Canal.
Chen, Wenzhi; Zhang, Mingmin; Pan, Zhigeng; Liu, Gengdai; Shen, Huaqing; Chen, Shengnan; Liu, Yong
2010-01-01
Digital heritage, an effective method to preserve and present natural and cultural heritage, is engaging many heritage preservation specialists and computer scientists. In particular, computer graphics researchers have become involved, and digital heritage has employed many CG techniques. For example, Daniel Pletinckx and his colleagues employed VR in a real museum at Ename, Belgium, and Zhigeng Pan and his colleagues applied it to construct a virtual Olympics museum. Soo-Chang Pei and his colleagues focused on restoring ancient Chinese paintings. Here, we describe how we've applied animations, computer games, and VR to China's famous Jing-Hang Grand Canal.
NASA Technical Reports Server (NTRS)
Mitchell, Christine M.
1993-01-01
This chapter examines a class of human-computer interaction applications, specifically the design of human-computer interaction for the operators of complex systems. Such systems include space systems (e.g., manned systems such as the Shuttle or space station, and unmanned systems such as NASA scientific satellites), aviation systems (e.g., the flight deck of 'glass cockpit' airplanes or air traffic control) and industrial systems (e.g., power plants, telephone networks, and sophisticated, e.g., 'lights out,' manufacturing facilities). The main body of human-computer interaction (HCI) research complements but does not directly address the primary issues involved in human-computer interaction design for operators of complex systems. Interfaces to complex systems are somewhat special. The 'user' in such systems - i.e., the human operator responsible for safe and effective system operation - is highly skilled, someone who in human-machine systems engineering is sometimes characterized as 'well trained, well motivated'. The 'job' or task context is paramount and, thus, human-computer interaction is subordinate to human job interaction. The design of human interaction with complex systems, i.e., the design of human job interaction, is sometimes called cognitive engineering.
OOM - OBJECT ORIENTATION MANIPULATOR, VERSION 6.1
NASA Technical Reports Server (NTRS)
Goza, S. P.
1994-01-01
The Object Orientation Manipulator (OOM) is an application program for creating, rendering, and recording three-dimensional computer-generated still and animated images. This is done using geometrically defined 3D models, cameras, and light sources, referred to collectively as animation elements. OOM does not provide the tools necessary to construct 3D models; instead, it imports binary format model files generated by the Solid Surface Modeler (SSM). Model files stored in other formats must be converted to the SSM binary format before they can be used in OOM. SSM is available as MSC-21914 or as part of the SSM/OOM bundle, COS-10047. Among OOM's features are collision detection (with visual and audio feedback), the capability to define and manipulate hierarchical relationships between animation elements, stereographic display, and ray-traced rendering. OOM uses Euler angle transformations for calculating the results of translation and rotation operations. OOM provides an interactive environment for the manipulation and animation of models, cameras, and light sources. Models are the basic entity upon which OOM operates and are therefore considered the primary animation elements. Cameras and light sources are considered secondary animation elements. A camera, in OOM, is simply a location within the three-space environment from which the contents of the environment are observed. OOM supports the creation and full animation of cameras. Light sources can be defined, positioned and linked to models, but they cannot be animated independently. OOM can simultaneously accommodate as many animation elements as the host computer's memory permits. Once the required animation elements are present, the user may position them, orient them, and define any initial relationships between them. Once the initial relationships are defined, the user can display individual still views for rendering and output, or define motion for the animation elements by using the Interp Animation Editor. The program provides the capability to save still images, animated sequences of frames, and the information that describes the initialization process for an OOM session. OOM provides the same rendering and output options for both still and animated images. OOM is equipped with a robust model manipulation environment featuring a full screen viewing window, a menu-oriented user interface, and an interpolative Animation Editor. It provides three display modes: solid, wire frame, and simple, that allow the user to trade off visual authenticity for update speed. In the solid mode, each model is drawn based on the shading characteristics assigned to it when it was built. All of the shading characteristics supported by SSM are recognized and properly rendered in this mode. If increasing model complexity impedes the operation of OOM in this mode, then wireframe and simple modes are available. These provide substantially faster screen updates than solid mode. The creation and placement of cameras and light sources is under complete control of the user. One light source is provided in the default element set. It is modeled as a direct light source providing a type of lighting analogous to that provided by the Sun. OOM can accommodate as many light sources as the memory of the host computer permits. Animation is created in OOM using a technique called key frame interpolation. First, various program functions are used to load models, load or create light sources and cameras, and specify initial positions for each element. When these steps are completed, the Interp function is used to create an animation sequence for each element to be animated. An animation sequence consists of a user-defined number of frames (screen images) with some subset of those being defined as key frames. The motion of the element between key frames is interpolated automatically by the software. Key frames thus act as transition points in the motion of an element. This saves the user from having to individually define element data at each frame of a sequence. Animation frames and still images can be output to videotape recorders, film recorders, color printers, and disk files. OOM is written in C-language for implementation on SGI IRIS 4D series workstations running the IRIX operating system. A minimum of 8Mb of RAM is recommended for this program. The standard distribution medium for OOM is a .25 inch streaming magnetic IRIX tape cartridge in UNIX tar format. OOM is also offered as a bundle with a related program, SSM (Solid Surface Modeler). Please see the abstract for SSM/OOM (COS-10047) for information about the bundled package. OOM was released in 1993.
How Interactive Is the Interactive Whiteboard?
ERIC Educational Resources Information Center
Quashie, Valerie
2009-01-01
An interactive whiteboard (IWB) is simply a surface onto which a computer screen can be displayed, via a projector. It is touch-sensitive and lets one use a pen like a mouse, controlling the computer from the board itself. Everything that can be displayed on a computer can be displayed onto the whiteboard and, if the computer is linked to speakers…
A Virtual Rock Physics Laboratory Through Visualized and Interactive Experiments
NASA Astrophysics Data System (ADS)
Vanorio, T.; Di Bonito, C.; Clark, A. C.
2014-12-01
As new scientific challenges demand more comprehensive and multidisciplinary investigations, laboratory experiments are not expected to become simpler and/or faster. Experimental investigation is an indispensable element of scientific inquiry and must play a central role in the way current and future generations of scientist make decisions. To turn the complexity of laboratory work (and that of rocks!) into dexterity, engagement, and expanded learning opportunities, we are building an interactive, virtual laboratory reproducing in form and function the Stanford Rock Physics Laboratory, at Stanford University. The objective is to combine lectures on laboratory techniques and an online repository of visualized experiments consisting of interactive, 3-D renderings of equipment used to measure properties central to the study of rock physics (e.g., how to saturate rocks, how to measure porosity, permeability, and elastic wave velocity). We use a game creation system together with 3-D computer graphics, and a narrative voice to guide the user through the different phases of the experimental protocol. The main advantage gained in employing computer graphics over video footage is that students can virtually open the instrument, single out its components, and assemble it. Most importantly, it helps describe the processes occurring within the rock. These latter cannot be tracked while simply recording the physical experiment, but computer animation can efficiently illustrate what happens inside rock samples (e.g., describing acoustic waves, and/or fluid flow through a porous rock under pressure within an opaque core-holder - Figure 1). The repository of visualized experiments will complement lectures on laboratory techniques and constitute an on-line course offered through the EdX platform at Stanford. This will provide a virtual laboratory for anyone, anywhere to facilitate teaching/learning of introductory laboratory classes in Geophysics and expand the number of courses that can be offered for curricula in Earth Sciences. The primary goal is to open up a research laboratory such as the one available at Stanford to promising students worldwide who are currently left out of such educational resources.
Interactive High-Relief Reconstruction for Organic and Double-Sided Objects from a Photo.
Yeh, Chih-Kuo; Huang, Shi-Yang; Jayaraman, Pradeep Kumar; Fu, Chi-Wing; Lee, Tong-Yee
2017-07-01
We introduce an interactive user-driven method to reconstruct high-relief 3D geometry from a single photo. Particularly, we consider two novel but challenging reconstruction issues: i) common non-rigid objects whose shapes are organic rather than polyhedral/symmetric, and ii) double-sided structures, where front and back sides of some curvy object parts are revealed simultaneously on image. To address these issues, we develop a three-stage computational pipeline. First, we construct a 2.5D model from the input image by user-driven segmentation, automatic layering, and region completion, handling three common types of occlusion. Second, users can interactively mark-up slope and curvature cues on the image to guide our constrained optimization model to inflate and lift up the image layers. We provide real-time preview of the inflated geometry to allow interactive editing. Third, we stitch and optimize the inflated layers to produce a high-relief 3D model. Compared to previous work, we can generate high-relief geometry with large viewing angles, handle complex organic objects with multiple occluded regions and varying shape profiles, and reconstruct objects with double-sided structures. Lastly, we demonstrate the applicability of our method on a wide variety of input images with human, animals, flowers, etc.