Headphone and Head-Mounted Visual Displays for Virtual Environments
NASA Technical Reports Server (NTRS)
Begault, Duran R.; Ellis, Stephen R.; Wenzel, Elizabeth M.; Trejo, Leonard J. (Technical Monitor)
1998-01-01
A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.
Experimenter's Laboratory for Visualized Interactive Science
NASA Technical Reports Server (NTRS)
Hansen, Elaine R.; Rodier, Daniel R.; Klemp, Marjorie K.
1994-01-01
ELVIS (Experimenter's Laboratory for Visualized Interactive Science) is an interactive visualization environment that enables scientists, students, and educators to visualize and analyze large, complex, and diverse sets of scientific data. It accomplishes this by presenting the data sets as 2-D, 3-D, color, stereo, and graphic images with movable and multiple light sources combined with displays of solid-surface, contours, wire-frame, and transparency. By simultaneously rendering diverse data sets acquired from multiple sources, formats, and resolutions and by interacting with the data through an intuitive, direct-manipulation interface, ELVIS provides an interactive and responsive environment for exploratory data analysis.
Classroom Environments: An Experiential Analysis of the Pupil-Teacher Visual Interaction in Uruguay
ERIC Educational Resources Information Center
Cardellino, Paula; Araneda, Claudio; García Alvarado, Rodrigo
2017-01-01
We argue that the traditional physical environment is commonly taken for granted and that little consideration has been given to how this affects pupil-teacher interactions. This article presents evidence that certain physical environments do not allow equal visual interaction and, as a result, we derive a set of basic guiding principles that…
Bach, Benjamin; Sicat, Ronell; Beyer, Johanna; Cordeil, Maxime; Pfister, Hanspeter
2018-01-01
We report on a controlled user study comparing three visualization environments for common 3D exploration. Our environments differ in how they exploit natural human perception and interaction capabilities. We compare an augmented-reality head-mounted display (Microsoft HoloLens), a handheld tablet, and a desktop setup. The novel head-mounted HoloLens display projects stereoscopic images of virtual content into a user's real world and allows for interaction in-situ at the spatial position of the 3D hologram. The tablet is able to interact with 3D content through touch, spatial positioning, and tangible markers, however, 3D content is still presented on a 2D surface. Our hypothesis is that visualization environments that match human perceptual and interaction capabilities better to the task at hand improve understanding of 3D visualizations. To better understand the space of display and interaction modalities in visualization environments, we first propose a classification based on three dimensions: perception, interaction, and the spatial and cognitive proximity of the two. Each technique in our study is located at a different position along these three dimensions. We asked 15 participants to perform four tasks, each task having different levels of difficulty for both spatial perception and degrees of freedom for interaction. Our results show that each of the tested environments is more effective for certain tasks, but that generally the desktop environment is still fastest and most precise in almost all cases.
Visual Analytics in Public Safety: Example Capabilities for Example Government Agencies
2011-10-01
is not limited to: the Police Records Information Management Environment for British Columbia (PRIME-BC), the Police Reporting and Occurrence System...and filtering for rapid identification of relevant documents - Graphical environment for visual evidence marshaling - Interactive linking and...analytical reasoning facilitated by interactive visual interfaces and integration with computational analytics. Indeed, a wide variety of technologies
Visual Environments for CFD Research
NASA Technical Reports Server (NTRS)
Watson, Val; George, Michael W. (Technical Monitor)
1994-01-01
This viewgraph presentation gives an overview of the visual environments for computational fluid dynamics (CFD) research. It includes details on critical needs from the future computer environment, features needed to attain this environment, prospects for changes in and the impact of the visualization revolution on the human-computer interface, human processing capabilities, limits of personal environment and the extension of that environment with computers. Information is given on the need for more 'visual' thinking (including instances of visual thinking), an evaluation of the alternate approaches for and levels of interactive computer graphics, a visual analysis of computational fluid dynamics, and an analysis of visualization software.
A visualization environment for supercomputing-based applications in computational mechanics
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pavlakos, C.J.; Schoof, L.A.; Mareda, J.F.
1993-06-01
In this paper, we characterize a visualization environment that has been designed and prototyped for a large community of scientists and engineers, with an emphasis in superconducting-based computational mechanics. The proposed environment makes use of a visualization server concept to provide effective, interactive visualization to the user`s desktop. Benefits of using the visualization server approach are discussed. Some thoughts regarding desirable features for visualization server hardware architectures are also addressed. A brief discussion of the software environment is included. The paper concludes by summarizing certain observations which we have made regarding the implementation of such visualization environments.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Scholtz, Jean
A new field of research, visual analytics, has recently been introduced. This has been defined as “the science of analytical reasoning facilitated by visual interfaces." Visual analytic environments, therefore, support analytical reasoning using visual representations and interactions, with data representations and transformation capabilities, to support production, presentation and dissemination. As researchers begin to develop visual analytic environments, it will be advantageous to develop metrics and methodologies to help researchers measure the progress of their work and understand the impact their work will have on the users who will work in such environments. This paper presents five areas or aspects ofmore » visual analytic environments that should be considered as metrics and methodologies for evaluation are developed. Evaluation aspects need to include usability, but it is necessary to go beyond basic usability. The areas of situation awareness, collaboration, interaction, creativity, and utility are proposed as areas for initial consideration. The steps that need to be undertaken to develop systematic evaluation methodologies and metrics for visual analytic environments are outlined.« less
Application of Frameworks in the Analysis and (Re)design of Interactive Visual Learning Tools
ERIC Educational Resources Information Center
Liang, Hai-Ning; Sedig, Kamran
2009-01-01
Interactive visual learning tools (IVLTs) are software environments that encode and display information visually and allow learners to interact with the visual information. This article examines the application and utility of frameworks in the analysis and design of IVLTs at the micro level. Frameworks play an important role in any design. They…
NASA Astrophysics Data System (ADS)
Shipman, J. S.; Anderson, J. W.
2017-12-01
An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.
A collaborative interaction and visualization multi-modal environment for surgical planning.
Foo, Jung Leng; Martinez-Escobar, Marisol; Peloquin, Catherine; Lobe, Thom; Winer, Eliot
2009-01-01
The proliferation of virtual reality visualization and interaction technologies has changed the way medical image data is analyzed and processed. This paper presents a multi-modal environment that combines a virtual reality application with a desktop application for collaborative surgical planning. Both visualization applications can function independently but can also be synced over a network connection for collaborative work. Any changes to either application is immediately synced and updated to the other. This is an efficient collaboration tool that allows multiple teams of doctors with only an internet connection to visualize and interact with the same patient data simultaneously. With this multi-modal environment framework, one team working in the VR environment and another team from a remote location working on a desktop machine can both collaborate in the examination and discussion for procedures such as diagnosis, surgical planning, teaching and tele-mentoring.
Visualizer: 3D Gridded Data Visualization Software for Geoscience Education and Research
NASA Astrophysics Data System (ADS)
Harwood, C.; Billen, M. I.; Kreylos, O.; Jadamec, M.; Sumner, D. Y.; Kellogg, L. H.; Hamann, B.
2008-12-01
In both research and education learning is an interactive and iterative process of exploring and analyzing data or model results. However, visualization software often presents challenges on the path to learning because it assumes the user already knows the locations and types of features of interest, instead of enabling flexible and intuitive examination of results. We present examples of research and teaching using the software, Visualizer, specifically designed to create an effective and intuitive environment for interactive, scientific analysis of 3D gridded data. Visualizer runs in a range of 3D virtual reality environments (e.g., GeoWall, ImmersaDesk, or CAVE), but also provides a similar level of real-time interactivity on a desktop computer. When using Visualizer in a 3D-enabled environment, the software allows the user to interact with the data images as real objects, grabbing, rotating or walking around the data to gain insight and perspective. On the desktop, simple features, such as a set of cross-bars marking the plane of the screen, provide extra 3D spatial cues that allow the user to more quickly understand geometric relationships within the data. This platform portability allows the user to more easily integrate research results into classroom demonstrations and exercises, while the interactivity provides an engaging environment for self-directed and inquiry-based learning by students. Visualizer software is freely available for download (www.keckcaves.org) and runs on Mac OSX and Linux platforms.
ERIC Educational Resources Information Center
Gao, Tao; Gao, Zaifeng; Li, Jie; Sun, Zhongqiang; Shen, Mowei
2011-01-01
Mainstream theories of visual perception assume that visual working memory (VWM) is critical for integrating online perceptual information and constructing coherent visual experiences in changing environments. Given the dynamic interaction between online perception and VWM, we propose that how visual information is processed during visual…
NASA Astrophysics Data System (ADS)
Demir, I.
2014-12-01
Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.
Visualization and Tracking of Parallel CFD Simulations
NASA Technical Reports Server (NTRS)
Vaziri, Arsi; Kremenetsky, Mark
1995-01-01
We describe a system for interactive visualization and tracking of a 3-D unsteady computational fluid dynamics (CFD) simulation on a parallel computer. CM/AVS, a distributed, parallel implementation of a visualization environment (AVS) runs on the CM-5 parallel supercomputer. A CFD solver is run as a CM/AVS module on the CM-5. Data communication between the solver, other parallel visualization modules, and a graphics workstation, which is running AVS, are handled by CM/AVS. Partitioning of the visualization task, between CM-5 and the workstation, can be done interactively in the visual programming environment provided by AVS. Flow solver parameters can also be altered by programmable interactive widgets. This system partially removes the requirement of storing large solution files at frequent time steps, a characteristic of the traditional 'simulate (yields) store (yields) visualize' post-processing approach.
The Visual Geophysical Exploration Environment: A Multi-dimensional Scientific Visualization
NASA Astrophysics Data System (ADS)
Pandya, R. E.; Domenico, B.; Murray, D.; Marlino, M. R.
2003-12-01
The Visual Geophysical Exploration Environment (VGEE) is an online learning environment designed to help undergraduate students understand fundamental Earth system science concepts. The guiding principle of the VGEE is the importance of hands-on interaction with scientific visualization and data. The VGEE consists of four elements: 1) an online, inquiry-based curriculum for guiding student exploration; 2) a suite of El Nino-related data sets adapted for student use; 3) a learner-centered interface to a scientific visualization tool; and 4) a set of concept models (interactive tools that help students understand fundamental scientific concepts). There are two key innovations featured in this interactive poster session. One is the integration of concept models and the visualization tool. Concept models are simple, interactive, Java-based illustrations of fundamental physical principles. We developed eight concept models and integrated them into the visualization tool to enable students to probe data. The ability to probe data using a concept model addresses the common problem of transfer: the difficulty students have in applying theoretical knowledge to everyday phenomenon. The other innovation is a visualization environment and data that are discoverable in digital libraries, and installed, configured, and used for investigations over the web. By collaborating with the Integrated Data Viewer developers, we were able to embed a web-launchable visualization tool and access to distributed data sets into the online curricula. The Thematic Real-time Environmental Data Distributed Services (THREDDS) project is working to provide catalogs of datasets that can be used in new VGEE curricula under development. By cataloging this curricula in the Digital Library for Earth System Education (DLESE), learners and educators can discover the data and visualization tool within a framework that guides their use.
Visualizing the process of interaction in a 3D environment
NASA Astrophysics Data System (ADS)
Vaidya, Vivek; Suryanarayanan, Srikanth; Krishnan, Kajoli; Mullick, Rakesh
2007-03-01
As the imaging modalities used in medicine transition to increasingly three-dimensional data the question of how best to interact with and analyze this data becomes ever more pressing. Immersive virtual reality systems seem to hold promise in tackling this, but how individuals learn and interact in these environments is not fully understood. Here we will attempt to show some methods in which user interaction in a virtual reality environment can be visualized and how this can allow us to gain greater insight into the process of interaction/learning in these systems. Also explored is the possibility of using this method to improve understanding and management of ergonomic issues within an interface.
jAMVLE, a New Integrated Molecular Visualization Learning Environment
ERIC Educational Resources Information Center
Bottomley, Steven; Chandler, David; Morgan, Eleanor; Helmerhorst, Erik
2006-01-01
A new computer-based molecular visualization tool has been developed for teaching, and learning, molecular structure. This java-based jmol Amalgamated Molecular Visualization Learning Environment (jAMVLE) is platform-independent, integrated, and interactive. It has an overall graphical user interface that is intuitive and easy to use. The…
Exploring Gigabyte Datasets in Real Time: Architectures, Interfaces and Time-Critical Design
NASA Technical Reports Server (NTRS)
Bryson, Steve; Gerald-Yamasaki, Michael (Technical Monitor)
1998-01-01
Architectures and Interfaces: The implications of real-time interaction on software architecture design: decoupling of interaction/graphics and computation into asynchronous processes. The performance requirements of graphics and computation for interaction. Time management in such an architecture. Examples of how visualization algorithms must be modified for high performance. Brief survey of interaction techniques and design, including direct manipulation and manipulation via widgets. talk discusses how human factors considerations drove the design and implementation of the virtual wind tunnel. Time-Critical Design: A survey of time-critical techniques for both computation and rendering. Emphasis on the assignment of a time budget to both the overall visualization environment and to each individual visualization technique in the environment. The estimation of the benefit and cost of an individual technique. Examples of the modification of visualization algorithms to allow time-critical control.
Distributed and collaborative synthetic environments
NASA Technical Reports Server (NTRS)
Bajaj, Chandrajit L.; Bernardini, Fausto
1995-01-01
Fast graphics workstations and increased computing power, together with improved interface technologies, have created new and diverse possibilities for developing and interacting with synthetic environments. A synthetic environment system is generally characterized by input/output devices that constitute the interface between the human senses and the synthetic environment generated by the computer; and a computation system running a real-time simulation of the environment. A basic need of a synthetic environment system is that of giving the user a plausible reproduction of the visual aspect of the objects with which he is interacting. The goal of our Shastra research project is to provide a substrate of geometric data structures and algorithms which allow the distributed construction and modification of the environment, efficient querying of objects attributes, collaborative interaction with the environment, fast computation of collision detection and visibility information for efficient dynamic simulation and real-time scene display. In particular, we address the following issues: (1) A geometric framework for modeling and visualizing synthetic environments and interacting with them. We highlight the functions required for the geometric engine of a synthetic environment system. (2) A distribution and collaboration substrate that supports construction, modification, and interaction with synthetic environments on networked desktop machines.
NASA Astrophysics Data System (ADS)
West, Ruth G.; Margolis, Todd; Prudhomme, Andrew; Schulze, Jürgen P.; Mostafavi, Iman; Lewis, J. P.; Gossmann, Joachim; Singh, Rajvikram
2014-02-01
Scalable Metadata Environments (MDEs) are an artistic approach for designing immersive environments for large scale data exploration in which users interact with data by forming multiscale patterns that they alternatively disrupt and reform. Developed and prototyped as part of an art-science research collaboration, we define an MDE as a 4D virtual environment structured by quantitative and qualitative metadata describing multidimensional data collections. Entire data sets (e.g.10s of millions of records) can be visualized and sonified at multiple scales and at different levels of detail so they can be explored interactively in real-time within MDEs. They are designed to reflect similarities and differences in the underlying data or metadata such that patterns can be visually/aurally sorted in an exploratory fashion by an observer who is not familiar with the details of the mapping from data to visual, auditory or dynamic attributes. While many approaches for visual and auditory data mining exist, MDEs are distinct in that they utilize qualitative and quantitative data and metadata to construct multiple interrelated conceptual coordinate systems. These "regions" function as conceptual lattices for scalable auditory and visual representations within virtual environments computationally driven by multi-GPU CUDA-enabled fluid dyamics systems.
ERIC Educational Resources Information Center
Prayaga, Chandra
2008-01-01
A simple interface between VPython and Microsoft (MS) Office products such as Word and Excel, controlled by Visual Basic for Applications, is described. The interface allows the preparation of content-rich, interactive learning environments by taking advantage of the three-dimensional (3D) visualization capabilities of VPython and the GUI…
Habituation to novel visual vestibular environments with special reference to space flight
NASA Technical Reports Server (NTRS)
Young, L. R.; Kenyon, R. V.; Oman, C. M.
1981-01-01
The etiology of space motion sickness and the underlying physiological mechanisms associated with spatial orientation in a space environment were investigated. Human psychophysical experiments were used as the basis for the research concerning the interaction of visual and vestibular cues in the development of motion sickness. Particular emphasis is placed on the conflict theory in terms of explaining these interactions. Research on the plasticity of the vestibulo-ocular reflex is discussed.
Real-time tracking of visually attended objects in virtual environments and its application to LOD.
Lee, Sungkil; Kim, Gerard Jounghyun; Choi, Seungmoon
2009-01-01
This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) saliency map, the proposed framework uses top-down (goal-directed) contexts inferred from the user's spatial and temporal behaviors, and identifies the most plausibly attended objects among candidates in the object saliency map. The computational framework was implemented using GPU, exhibiting high computational performance adequate for interactive virtual environments. A user experiment was also conducted to evaluate the prediction accuracy of the tracking framework by comparing objects regarded as visually attended by the framework to actual human gaze collected with an eye tracker. The results indicated that the accuracy was in the level well supported by the theory of human cognition for visually identifying single and multiple attentive targets, especially owing to the addition of top-down contextual information. Finally, we demonstrate how the visual attention tracking framework can be applied to managing the level of details in virtual environments, without any hardware for head or eye tracking.
Adapting the iSNOBAL model for improved visualization in a GIS environment
NASA Astrophysics Data System (ADS)
Johansen, W. J.; Delparte, D.
2014-12-01
Snowmelt is a primary means of crucial water resources in much of the western United States. Researchers are developing models that estimate snowmelt to aid in water resource management. One such model is the image snowcover energy and mass balance (iSNOBAL) model. It uses input climate grids to simulate the development and melting of snowpack in mountainous regions. This study looks at applying this model to the Reynolds Creek Experimental Watershed in southwestern Idaho, utilizing novel approaches incorporating geographic information systems (GIS). To improve visualization of the iSNOBAL model, we have adapted it to run in a GIS environment. This type of environment is suited to both the input grid creation and the visualization of results. The data used for input grid creation can be stored locally or on a web-server. Kriging interpolation embedded within Python scripts are used to create air temperature, soil temperature, humidity, and precipitation grids, while built-in GIS and existing tools are used to create solar radiation and wind grids. Additional Python scripting is then used to perform model calculations. The final product is a user-friendly and accessible version of the iSNOBAL model, including the ability to easily visualize and interact with model results, all within a web- or desktop-based GIS environment. This environment allows for interactive manipulation of model parameters and visualization of the resulting input grids for the model calculations. Future work is moving towards adapting the model further for use in a 3D gaming engine for improved visualization and interaction.
NASA Astrophysics Data System (ADS)
Demir, I.
2015-12-01
Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. This presentation showcase information communication interfaces, games, and virtual and immersive reality applications for supporting teaching and learning of concepts in atmospheric and hydrological sciences. The information communication platforms utilizes latest web technologies and allow accessing and visualizing large scale data on the web. The simulation system is a web-based 3D interactive learning environment for teaching hydrological and atmospheric processes and concepts. The simulation systems provides a visually striking platform with realistic terrain and weather information, and water simulation. The web-based simulation system provides an environment for students to learn about the earth science processes, and effects of development and human activity on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users.
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks–walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience. PMID:26882473
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution.
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks-walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience.
NASA Astrophysics Data System (ADS)
Krueger, Evan; Messier, Erik; Linte, Cristian A.; Diaz, Gabriel
2017-03-01
Recent advances in medical image acquisition allow for the reconstruction of anatomies with 3D, 4D, and 5D renderings. Nevertheless, standard anatomical and medical data visualization still relies heavily on the use of traditional 2D didactic tools (i.e., textbooks and slides), which restrict the presentation of image data to a 2D slice format. While these approaches have their merits beyond being cost effective and easy to disseminate, anatomy is inherently three-dimensional. By using 2D visualizations to illustrate more complex morphologies, important interactions between structures can be missed. In practice, such as in the planning and execution of surgical interventions, professionals require intricate knowledge of anatomical complexities, which can be more clearly communicated and understood through intuitive interaction with 3D volumetric datasets, such as those extracted from high-resolution CT or MRI scans. Open source, high quality, 3D medical imaging datasets are freely available, and with the emerging popularity of 3D display technologies, affordable and consistent 3D anatomical visualizations can be created. In this study we describe the design, implementation, and evaluation of one such interactive, stereoscopic visualization paradigm for human anatomy extracted from 3D medical images. A stereoscopic display was created by projecting the scene onto the lab floor using sequential frame stereo projection and viewed through active shutter glasses. By incorporating a PhaseSpace motion tracking system, a single viewer can navigate an augmented reality environment and directly manipulate virtual objects in 3D. While this paradigm is sufficiently versatile to enable a wide variety of applications in need of 3D visualization, we designed our study to work as an interactive game, which allows users to explore the anatomy of various organs and systems. In this study we describe the design, implementation, and evaluation of an interactive and stereoscopic visualization platform for exploring and understanding human anatomy. This system can present medical imaging data in three dimensions and allows for direct physical interaction and manipulation by the viewer. This should provide numerous benefits over traditional, 2D display and interaction modalities, and in our analysis, we aim to quantify and qualify users' visual and motor interactions with the virtual environment when employing this interactive display as a 3D didactic tool.
Integration and visualization of systems biology data in context of the genome
2010-01-01
Background High-density tiling arrays and new sequencing technologies are generating rapidly increasing volumes of transcriptome and protein-DNA interaction data. Visualization and exploration of this data is critical to understanding the regulatory logic encoded in the genome by which the cell dynamically affects its physiology and interacts with its environment. Results The Gaggle Genome Browser is a cross-platform desktop program for interactively visualizing high-throughput data in the context of the genome. Important features include dynamic panning and zooming, keyword search and open interoperability through the Gaggle framework. Users may bookmark locations on the genome with descriptive annotations and share these bookmarks with other users. The program handles large sets of user-generated data using an in-process database and leverages the facilities of SQL and the R environment for importing and manipulating data. A key aspect of the Gaggle Genome Browser is interoperability. By connecting to the Gaggle framework, the genome browser joins a suite of interconnected bioinformatics tools for analysis and visualization with connectivity to major public repositories of sequences, interactions and pathways. To this flexible environment for exploring and combining data, the Gaggle Genome Browser adds the ability to visualize diverse types of data in relation to its coordinates on the genome. Conclusions Genomic coordinates function as a common key by which disparate biological data types can be related to one another. In the Gaggle Genome Browser, heterogeneous data are joined by their location on the genome to create information-rich visualizations yielding insight into genome organization, transcription and its regulation and, ultimately, a better understanding of the mechanisms that enable the cell to dynamically respond to its environment. PMID:20642854
NASA Astrophysics Data System (ADS)
Moore, C. A.; Gertman, V.; Olsoy, P.; Mitchell, J.; Glenn, N. F.; Joshi, A.; Norpchen, D.; Shrestha, R.; Pernice, M.; Spaete, L.; Grover, S.; Whiting, E.; Lee, R.
2011-12-01
Immersive virtual reality environments such as the IQ-Station or CAVE° (Cave Automated Virtual Environment) offer new and exciting ways to visualize and explore scientific data and are powerful research and educational tools. Combining remote sensing data from a range of sensor platforms in immersive 3D environments can enhance the spectral, textural, spatial, and temporal attributes of the data, which enables scientists to interact and analyze the data in ways never before possible. Visualization and analysis of large remote sensing datasets in immersive environments requires software customization for integrating LiDAR point cloud data with hyperspectral raster imagery, the generation of quantitative tools for multidimensional analysis, and the development of methods to capture 3D visualizations for stereographic playback. This study uses hyperspectral and LiDAR data acquired over the China Hat geologic study area near Soda Springs, Idaho, USA. The data are fused into a 3D image cube for interactive data exploration and several methods of recording and playback are investigated that include: 1) creating and implementing a Virtual Reality User Interface (VRUI) patch configuration file to enable recording and playback of VRUI interactive sessions within the CAVE and 2) using the LiDAR and hyperspectral remote sensing data and GIS data to create an ArcScene 3D animated flyover, where left- and right-eye visuals are captured from two independent monitors for playback in a stereoscopic player. These visualizations can be used as outreach tools to demonstrate how integrated data and geotechnology techniques can help scientists see, explore, and more adequately comprehend scientific phenomena, both real and abstract.
ERIC Educational Resources Information Center
Weisberg, Michael
Many of the findings from ergonomics research on visual display workstations are relevant to the design of interactive learning stations. This 1993 paper briefly reviews ergonomics research on visual display workstations; specifically, (1) potential health hazards from electromagnetic radiation; (2) musculoskeletal disorders; (3)vision complaints;…
Measurement Tools for the Immersive Visualization Environment: Steps Toward the Virtual Laboratory.
Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E
2007-01-01
This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.
Virtual Environments in Scientific Visualization
NASA Technical Reports Server (NTRS)
Bryson, Steve; Lisinski, T. A. (Technical Monitor)
1994-01-01
Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.
NASA Astrophysics Data System (ADS)
Liu, Shuai; Chen, Ge; Yao, Shifeng; Tian, Fenglin; Liu, Wei
2017-07-01
This paper presents a novel integrated marine visualization framework which focuses on processing, analyzing the multi-dimension spatiotemporal marine data in one workflow. Effective marine data visualization is needed in terms of extracting useful patterns, recognizing changes, and understanding physical processes in oceanography researches. However, the multi-source, multi-format, multi-dimension characteristics of marine data pose a challenge for interactive and feasible (timely) marine data analysis and visualization in one workflow. And, global multi-resolution virtual terrain environment is also needed to give oceanographers and the public a real geographic background reference and to help them to identify the geographical variation of ocean phenomena. This paper introduces a data integration and processing method to efficiently visualize and analyze the heterogeneous marine data. Based on the data we processed, several GPU-based visualization methods are explored to interactively demonstrate marine data. GPU-tessellated global terrain rendering using ETOPO1 data is realized and the video memory usage is controlled to ensure high efficiency. A modified ray-casting algorithm for the uneven multi-section Argo volume data is also presented and the transfer function is designed to analyze the 3D structure of ocean phenomena. Based on the framework we designed, an integrated visualization system is realized. The effectiveness and efficiency of the framework is demonstrated. This system is expected to make a significant contribution to the demonstration and understanding of marine physical process in a virtual global environment.
NASA Astrophysics Data System (ADS)
Demir, I.
2013-12-01
Recent developments in web technologies make it easy to manage and visualize large data sets with general public. Novel visualization techniques and dynamic user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The floodplain simulation system is a web-based 3D interactive flood simulation environment to create real world flooding scenarios. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create and modify predefined scenarios, control environmental parameters, and evaluate flood mitigation techniques. The web-based simulation system provides an environment to children and adults learn about the flooding, flood damage, and effects of development and human activity in the floodplain. The system provides various scenarios customized to fit the age and education level of the users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various flooding and land use scenarios.
Vestibular-visual interactions in flight simulators
NASA Technical Reports Server (NTRS)
Clark, B.
1977-01-01
All 139 research papers published under this ten-year program are listed. Experimental work was carried out at the Ames Research Center involving man's sensitivity to rotational acceleration, and psychophysical functioning of the semicircular canals; vestibular-visual interactions and effects of other sensory systems were studied in flight simulator environments. Experiments also dealt with the neurophysiological vestibular functions of animals, and flight management investigations of man-vehicle interactions.
Scientific Visualization in High Speed Network Environments
NASA Technical Reports Server (NTRS)
Vaziri, Arsi; Kutler, Paul (Technical Monitor)
1997-01-01
In several cases, new visualization techniques have vastly increased the researcher's ability to analyze and comprehend data. Similarly, the role of networks in providing an efficient supercomputing environment have become more critical and continue to grow at a faster rate than the increase in the processing capabilities of supercomputers. A close relationship between scientific visualization and high-speed networks in providing an important link to support efficient supercomputing is identified. The two technologies are driven by the increasing complexities and volume of supercomputer data. The interaction of scientific visualization and high-speed networks in a Computational Fluid Dynamics simulation/visualization environment are given. Current capabilities supported by high speed networks, supercomputers, and high-performance graphics workstations at the Numerical Aerodynamic Simulation Facility (NAS) at NASA Ames Research Center are described. Applied research in providing a supercomputer visualization environment to support future computational requirements are summarized.
Explore the virtual side of earth science
,
1998-01-01
Scientists have always struggled to find an appropriate technology that could represent three-dimensional (3-D) data, facilitate dynamic analysis, and encourage on-the-fly interactivity. In the recent past, scientific visualization has increased the scientist's ability to visualize information, but it has not provided the interactive environment necessary for rapidly changing the model or for viewing the model in ways not predetermined by the visualization specialist. Virtual Reality Modeling Language (VRML 2.0) is a new environment for visualizing 3-D information spaces and is accessible through the Internet with current browser technologies. Researchers from the U.S. Geological Survey (USGS) are using VRML as a scientific visualization tool to help convey complex scientific concepts to various audiences. Kevin W. Laurent, computer scientist, and Maura J. Hogan, technical information specialist, have created a collection of VRML models available through the Internet at Virtual Earth Science (virtual.er.usgs.gov).
A component-based software environment for visualizing large macromolecular assemblies.
Sanner, Michel F
2005-03-01
The interactive visualization of large biological assemblies poses a number of challenging problems, including the development of multiresolution representations and new interaction methods for navigating and analyzing these complex systems. An additional challenge is the development of flexible software environments that will facilitate the integration and interoperation of computational models and techniques from a wide variety of scientific disciplines. In this paper, we present a component-based software development strategy centered on the high-level, object-oriented, interpretive programming language: Python. We present several software components, discuss their integration, and describe some of their features that are relevant to the visualization of large molecular assemblies. Several examples are given to illustrate the interoperation of these software components and the integration of structural data from a variety of experimental sources. These examples illustrate how combining visual programming with component-based software development facilitates the rapid prototyping of novel visualization tools.
Effects of Visual Cues and Self-Explanation Prompts: Empirical Evidence in a Multimedia Environment
ERIC Educational Resources Information Center
Lin, Lijia; Atkinson, Robert K.; Savenye, Wilhelmina C.; Nelson, Brian C.
2016-01-01
The purpose of this study was to investigate the impacts of visual cues and different types of self-explanation prompts on learning, cognitive load, and intrinsic motivation in an interactive multimedia environment that was designed to deliver a computer-based lesson about the human cardiovascular system. A total of 126 college students were…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cook, Kristin A.; Scholtz, Jean; Whiting, Mark A.
The VAST Challenge has been a popular venue for academic and industry participants for over ten years. Many participants comment that the majority of their time in preparing VAST Challenge entries is discovering elements in their software environments that need to be redesigned in order to solve the given task. Fortunately, there is no need to wait until the VAST Challenge is announced to test out software systems. The Visual Analytics Benchmark Repository contains all past VAST Challenge tasks, data, solutions and submissions. This paper details the various types of evaluations that may be conducted using the Repository information. Inmore » this paper we describe how developers can do informal evaluations of various aspects of their visual analytics environments using VAST Challenge information. Aspects that can be evaluated include the appropriateness of the software for various tasks, the various data types and formats that can be accommodated, the effectiveness and efficiency of the process supported by the software, and the intuitiveness of the visualizations and interactions. Researchers can compare their visualizations and interactions to those submitted to determine novelty. In addition, the paper provides pointers to various guidelines that software teams can use to evaluate the usability of their software. While these evaluations are not a replacement for formal evaluation methods, this information can be extremely useful during the development of visual analytics environments.« less
ERIC Educational Resources Information Center
Uzgiris, Ina C.; Hunt, J. McV.
The human infant is now considered capable of active informational interaction with the environment. This study tested certain hypotheses concerning the nature of that interaction. These hypotheses, developed partly from Piaget's work, are (1) that repeated visual encounters with a stimulus pattern leads first to attentional preference for that…
Zhang, Lelin; Chi, Yu Mike; Edelstein, Eve; Schulze, Jurgen; Gramann, Klaus; Velasquez, Alvaro; Cauwenberghs, Gert; Macagno, Eduardo
2010-01-01
Wireless physiological/neurological monitoring in virtual reality (VR) offers a unique opportunity for unobtrusively quantifying human responses to precisely controlled and readily modulated VR representations of health care environments. Here we present such a wireless, light-weight head-mounted system for measuring electrooculogram (EOG) and electroencephalogram (EEG) activity in human subjects interacting with and navigating in the Calit2 StarCAVE, a five-sided immersive 3-D visualization VR environment. The system can be easily expanded to include other measurements, such as cardiac activity and galvanic skin responses. We demonstrate the capacity of the system to track focus of gaze in 3-D and report a novel calibration procedure for estimating eye movements from responses to the presentation of a set of dynamic visual cues in the StarCAVE. We discuss cyber and clinical applications that include a 3-D cursor for visual navigation in VR interactive environments, and the monitoring of neurological and ocular dysfunction in vision/attention disorders.
Multimodal Virtual Environments: MAGIC Toolkit and Visual-Haptic Interaction Paradigms
1998-01-01
2.7.3 Load/Save Options ..... 2.7.4 Information Display .... 2.8 Library Files. 2.9 Evaluation .............. 3 Visual-Haptic Interactions 3.1...Northwestern University[ Colgate , 1994]. It is possible for a user to touch one side of a thin object and be propelled out the opposite side, because...when there is a high correlation in motion and force between the visual and haptic realms. * Chapter 7 concludes with an evaluation of the application
Visualization of volumetric seismic data
NASA Astrophysics Data System (ADS)
Spickermann, Dela; Böttinger, Michael; Ashfaq Ahmed, Khawar; Gajewski, Dirk
2015-04-01
Mostly driven by demands of high quality subsurface imaging, highly specialized tools and methods have been developed to support the processing, visualization and interpretation of seismic data. 3D seismic data acquisition and 4D time-lapse seismic monitoring are well-established techniques in academia and industry, producing large amounts of data to be processed, visualized and interpreted. In this context, interactive 3D visualization methods proved to be valuable for the analysis of 3D seismic data cubes - especially for sedimentary environments with continuous horizons. In crystalline and hard rock environments, where hydraulic stimulation techniques may be applied to produce geothermal energy, interpretation of the seismic data is a more challenging problem. Instead of continuous reflection horizons, the imaging targets are often steep dipping faults, causing a lot of diffractions. Without further preprocessing these geological structures are often hidden behind the noise in the data. In this PICO presentation we will present a workflow consisting of data processing steps, which enhance the signal-to-noise ratio, followed by a visualization step based on the use the commercially available general purpose 3D visualization system Avizo. Specifically, we have used Avizo Earth, an extension to Avizo, which supports the import of seismic data in SEG-Y format and offers easy access to state-of-the-art 3D visualization methods at interactive frame rates, even for large seismic data cubes. In seismic interpretation using visualization, interactivity is a key requirement for understanding complex 3D structures. In order to enable an easy communication of the insights gained during the interactive visualization process, animations of the visualized data were created which support the spatial understanding of the data.
Visualizing vascular structures in virtual environments
NASA Astrophysics Data System (ADS)
Wischgoll, Thomas
2013-01-01
In order to learn more about the cause of coronary heart diseases and develop diagnostic tools, the extraction and visualization of vascular structures from volumetric scans for further analysis is an important step. By determining a geometric representation of the vasculature, the geometry can be inspected and additional quantitative data calculated and incorporated into the visualization of the vasculature. To provide a more user-friendly visualization tool, virtual environment paradigms can be utilized. This paper describes techniques for interactive rendering of large-scale vascular structures within virtual environments. This can be applied to almost any virtual environment configuration, such as CAVE-type displays. Specifically, the tools presented in this paper were tested on a Barco I-Space and a large 62x108 inch passive projection screen with a Kinect sensor for user tracking.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2009-09-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2010-11-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
The social computing room: a multi-purpose collaborative visualization environment
NASA Astrophysics Data System (ADS)
Borland, David; Conway, Michael; Coposky, Jason; Ginn, Warren; Idaszak, Ray
2010-01-01
The Social Computing Room (SCR) is a novel collaborative visualization environment for viewing and interacting with large amounts of visual data. The SCR consists of a square room with 12 projectors (3 per wall) used to display a single 360-degree desktop environment that provides a large physical real estate for arranging visual information. The SCR was designed to be cost-effective, collaborative, configurable, widely applicable, and approachable for naive users. Because the SCR displays a single desktop, a wide range of applications is easily supported, making it possible for a variety of disciplines to take advantage of the room. We provide a technical overview of the room and highlight its application to scientific visualization, arts and humanities projects, research group meetings, and virtual worlds, among other uses.
Integration of today's digital state with tomorrow's visual environment
NASA Astrophysics Data System (ADS)
Fritsche, Dennis R.; Liu, Victor; Markandey, Vishal; Heimbuch, Scott
1996-03-01
New developments in visual communication technologies, and the increasingly digital nature of the industry infrastructure as a whole, are converging to enable new visual environments with an enhanced visual component in interaction, entertainment, and education. New applications and markets can be created, but this depends on the ability of the visual communications industry to provide market solutions that are cost effective and user friendly. Industry-wide cooperation in the development of integrated, open architecture applications enables the realization of such market solutions. This paper describes the work being done by Texas Instruments, in the development of its Digital Light ProcessingTM technology, to support the development of new visual communications technologies and applications.
Real-time, interactive, visually updated simulator system for telepresence
NASA Technical Reports Server (NTRS)
Schebor, Frederick S.; Turney, Jerry L.; Marzwell, Neville I.
1991-01-01
Time delays and limited sensory feedback of remote telerobotic systems tend to disorient teleoperators and dramatically decrease the operator's performance. To remove the effects of time delays, key components were designed and developed of a prototype forward simulation subsystem, the Global-Local Environment Telerobotic Simulator (GLETS) that buffers the operator from the remote task. GLETS totally immerses an operator in a real-time, interactive, simulated, visually updated artificial environment of the remote telerobotic site. Using GLETS, the operator will, in effect, enter into a telerobotic virtual reality and can easily form a gestalt of the virtual 'local site' that matches the operator's normal interactions with the remote site. In addition to use in space based telerobotics, GLETS, due to its extendable architecture, can also be used in other teleoperational environments such as toxic material handling, construction, and undersea exploration.
Are Spatial Visualization Abilities Relevant to Virtual Reality?
ERIC Educational Resources Information Center
Chen, Chwen Jen
2006-01-01
This study aims to investigate the effects of virtual reality (VR)-based learning environment on learners of different spatial visualization abilities. The findings of the aptitude-by-treatment interaction study have shown that learners benefit most from the Guided VR mode, irrespective of their spatial visualization abilities. This indicates that…
Using high-resolution displays for high-resolution cardiac data.
Goodyer, Christopher; Hodrien, John; Wood, Jason; Kohl, Peter; Brodlie, Ken
2009-07-13
The ability to perform fast, accurate, high-resolution visualization is fundamental to improving our understanding of anatomical data. As the volumes of data increase from improvements in scanning technology, the methods applied to visualization must evolve. In this paper, we address the interactive display of data from high-resolution magnetic resonance imaging scanning of a rabbit heart and subsequent histological imaging. We describe a visualization environment involving a tiled liquid crystal display panel display wall and associated software, which provides an interactive and intuitive user interface. The oView software is an OpenGL application that is written for the VR Juggler environment. This environment abstracts displays and devices away from the application itself, aiding portability between different systems, from desktop PCs to multi-tiled display walls. Portability between display walls has been demonstrated through its use on walls at the universities of both Leeds and Oxford. We discuss important factors to be considered for interactive two-dimensional display of large three-dimensional datasets, including the use of intuitive input devices and level of detail aspects.
Vids: Version 2.0 Alpha Visualization Engine
2018-04-25
fidelity than existing efforts. Vids is a project aimed at producing more dynamic and interactive visualization tools using modern computer game ...move through and interact with the data to improve informational understanding. The Vids software leverages off-the-shelf modern game development...analysis and correlations. Recently, an ARL-pioneered project named Virtual Reality Data Analysis Environment (VRDAE) used VR and a modern game engine
MRIVIEW: An interactive computational tool for investigation of brain structure and function
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ranken, D.; George, J.
MRIVIEW is a software system which uses image processing and visualization to provide neuroscience researchers with an integrated environment for combining functional and anatomical information. Key features of the software include semi-automated segmentation of volumetric head data and an interactive coordinate reconciliation method which utilizes surface visualization. The current system is a precursor to a computational brain atlas. We describe features this atlas will incorporate, including methods under development for visualizing brain functional data obtained from several different research modalities.
imDEV: a graphical user interface to R multivariate analysis tools in Microsoft Excel.
Grapov, Dmitry; Newman, John W
2012-09-01
Interactive modules for Data Exploration and Visualization (imDEV) is a Microsoft Excel spreadsheet embedded application providing an integrated environment for the analysis of omics data through a user-friendly interface. Individual modules enables interactive and dynamic analyses of large data by interfacing R's multivariate statistics and highly customizable visualizations with the spreadsheet environment, aiding robust inferences and generating information-rich data visualizations. This tool provides access to multiple comparisons with false discovery correction, hierarchical clustering, principal and independent component analyses, partial least squares regression and discriminant analysis, through an intuitive interface for creating high-quality two- and a three-dimensional visualizations including scatter plot matrices, distribution plots, dendrograms, heat maps, biplots, trellis biplots and correlation networks. Freely available for download at http://sourceforge.net/projects/imdev/. Implemented in R and VBA and supported by Microsoft Excel (2003, 2007 and 2010).
Simulating Visual Attention Allocation of Pilots in an Advanced Cockpit Environment
NASA Technical Reports Server (NTRS)
Frische, F.; Osterloh, J.-P.; Luedtke, A.
2011-01-01
This paper describes the results of experiments conducted with human line pilots and a cognitive pilot model during interaction with a new 40 Flight Management System (FMS). The aim of these experiments was to gather human pilot behavior data in order to calibrate the behavior of the model. Human behavior is mainly triggered by visual perception. Thus, the main aspect was to setup a profile of human pilots' visual attention allocation in a cockpit environment containing the new FMS. We first performed statistical analyses of eye tracker data and then compared our results to common results of familiar analyses in standard cockpit environments. The comparison has shown a significant influence of the new system on the visual performance of human pilots. Further on, analyses of the pilot models' visual performance have been performed. A comparison to human pilots' visual performance revealed important improvement potentials.
Interactive visual exploration and analysis of origin-destination data
NASA Astrophysics Data System (ADS)
Ding, Linfang; Meng, Liqiu; Yang, Jian; Krisp, Jukka M.
2018-05-01
In this paper, we propose a visual analytics approach for the exploration of spatiotemporal interaction patterns of massive origin-destination data. Firstly, we visually query the movement database for data at certain time windows. Secondly, we conduct interactive clustering to allow the users to select input variables/features (e.g., origins, destinations, distance, and duration) and to adjust clustering parameters (e.g. distance threshold). The agglomerative hierarchical clustering method is applied for the multivariate clustering of the origin-destination data. Thirdly, we design a parallel coordinates plot for visualizing the precomputed clusters and for further exploration of interesting clusters. Finally, we propose a gradient line rendering technique to show the spatial and directional distribution of origin-destination clusters on a map view. We implement the visual analytics approach in a web-based interactive environment and apply it to real-world floating car data from Shanghai. The experiment results show the origin/destination hotspots and their spatial interaction patterns. They also demonstrate the effectiveness of our proposed approach.
A study of speech interfaces for the vehicle environment.
DOT National Transportation Integrated Search
2013-05-01
Over the past few years, there has been a shift in automotive human machine interfaces from : visual-manual interactions (pushing buttons and rotating knobs) to speech interaction. In terms of : distraction, the industry views speech interaction as a...
NASA Astrophysics Data System (ADS)
Farkas, Attila J.; Hajnal, Alen; Shiratuddin, Mohd F.; Szatmary, Gabriella
In this paper, we propose a novel approach of using interactive virtual environment technology in Vision Restoration Therapy caused by Traumatic Brain Injury. We called the new system Interactive Visuotactile Virtual Environment and it holds a promise of expanding the scope of already existing rehabilitation techniques. Traditional vision rehabilitation methods are based on passive psychophysical training procedures, and can last up to six months before any modest improvements can be seen in patients. A highly immersive and interactive virtual environment will allow the patient to practice everyday activities such as object identification and object manipulation through the use 3D motion sensoring handheld devices such data glove or the Nintendo Wiimote. Employing both perceptual and action components in the training procedures holds the promise of more efficient sensorimotor rehabilitation. Increased stimulation of visual and sensorimotor areas of the brain should facilitate a comprehensive recovery of visuomotor function by exploiting the plasticity of the central nervous system. Integrated with a motion tracking system and an eye tracking device, the interactive virtual environment allows for the creation and manipulation of a wide variety of stimuli, as well as real-time recording of hand-, eye- and body movements and coordination. The goal of the project is to design a cost-effective and efficient vision restoration system.
Audio-visual interactions in environment assessment.
Preis, Anna; Kociński, Jędrzej; Hafke-Dys, Honorata; Wrzosek, Małgorzata
2015-08-01
The aim of the study was to examine how visual and audio information influences audio-visual environment assessment. Original audio-visual recordings were made at seven different places in the city of Poznań. Participants of the psychophysical experiments were asked to rate, on a numerical standardized scale, the degree of comfort they would feel if they were in such an environment. The assessments of audio-visual comfort were carried out in a laboratory in four different conditions: (a) audio samples only, (b) original audio-visual samples, (c) video samples only, and (d) mixed audio-visual samples. The general results of this experiment showed a significant difference between the investigated conditions, but not for all the investigated samples. There was a significant improvement in comfort assessment when visual information was added (in only three out of 7 cases), when conditions (a) and (b) were compared. On the other hand, the results show that the comfort assessment of audio-visual samples could be changed by manipulating the audio rather than the video part of the audio-visual sample. Finally, it seems, that people could differentiate audio-visual representations of a given place in the environment based rather of on the sound sources' compositions than on the sound level. Object identification is responsible for both landscape and soundscape grouping. Copyright © 2015. Published by Elsevier B.V.
Images in Language: Metaphors and Metamorphoses. Visual Learning. Volume 1
ERIC Educational Resources Information Center
Benedek, Andras, Ed.; Nyiri, Kristof, Ed.
2011-01-01
Learning and teaching are faced with radically new challenges in today's rapidly changing world and its deeply transformed communicational environment. We are living in an era of images. Contemporary visual technology--film, video, interactive digital media--is promoting but also demanding a new approach to education: the age of visual learning…
The Hype over Hyperbolic Browsers.
ERIC Educational Resources Information Center
Allen, Maryellen Mott
2002-01-01
Considers complaints about the usability in the human-computer interaction aspect of information retrieval and discusses information visualization, the Online Library of Information Visualization Environments, hyperbolic information structure, subject searching, real-world applications, relational databases and hyperbolic trees, and the future of…
KFC Server: interactive forecasting of protein interaction hot spots.
Darnell, Steven J; LeGault, Laura; Mitchell, Julie C
2008-07-01
The KFC Server is a web-based implementation of the KFC (Knowledge-based FADE and Contacts) model-a machine learning approach for the prediction of binding hot spots, or the subset of residues that account for most of a protein interface's; binding free energy. The server facilitates the automated analysis of a user submitted protein-protein or protein-DNA interface and the visualization of its hot spot predictions. For each residue in the interface, the KFC Server characterizes its local structural environment, compares that environment to the environments of experimentally determined hot spots and predicts if the interface residue is a hot spot. After the computational analysis, the user can visualize the results using an interactive job viewer able to quickly highlight predicted hot spots and surrounding structural features within the protein structure. The KFC Server is accessible at http://kfc.mitchell-lab.org.
KFC Server: interactive forecasting of protein interaction hot spots
Darnell, Steven J.; LeGault, Laura; Mitchell, Julie C.
2008-01-01
The KFC Server is a web-based implementation of the KFC (Knowledge-based FADE and Contacts) model—a machine learning approach for the prediction of binding hot spots, or the subset of residues that account for most of a protein interface's; binding free energy. The server facilitates the automated analysis of a user submitted protein–protein or protein–DNA interface and the visualization of its hot spot predictions. For each residue in the interface, the KFC Server characterizes its local structural environment, compares that environment to the environments of experimentally determined hot spots and predicts if the interface residue is a hot spot. After the computational analysis, the user can visualize the results using an interactive job viewer able to quickly highlight predicted hot spots and surrounding structural features within the protein structure. The KFC Server is accessible at http://kfc.mitchell-lab.org. PMID:18539611
Novel 3D/VR interactive environment for MD simulations, visualization and analysis.
Doblack, Benjamin N; Allis, Tim; Dávila, Lilian P
2014-12-18
The increasing development of computing (hardware and software) in the last decades has impacted scientific research in many fields including materials science, biology, chemistry and physics among many others. A new computational system for the accurate and fast simulation and 3D/VR visualization of nanostructures is presented here, using the open-source molecular dynamics (MD) computer program LAMMPS. This alternative computational method uses modern graphics processors, NVIDIA CUDA technology and specialized scientific codes to overcome processing speed barriers common to traditional computing methods. In conjunction with a virtual reality system used to model materials, this enhancement allows the addition of accelerated MD simulation capability. The motivation is to provide a novel research environment which simultaneously allows visualization, simulation, modeling and analysis. The research goal is to investigate the structure and properties of inorganic nanostructures (e.g., silica glass nanosprings) under different conditions using this innovative computational system. The work presented outlines a description of the 3D/VR Visualization System and basic components, an overview of important considerations such as the physical environment, details on the setup and use of the novel system, a general procedure for the accelerated MD enhancement, technical information, and relevant remarks. The impact of this work is the creation of a unique computational system combining nanoscale materials simulation, visualization and interactivity in a virtual environment, which is both a research and teaching instrument at UC Merced.
Novel 3D/VR Interactive Environment for MD Simulations, Visualization and Analysis
Doblack, Benjamin N.; Allis, Tim; Dávila, Lilian P.
2014-01-01
The increasing development of computing (hardware and software) in the last decades has impacted scientific research in many fields including materials science, biology, chemistry and physics among many others. A new computational system for the accurate and fast simulation and 3D/VR visualization of nanostructures is presented here, using the open-source molecular dynamics (MD) computer program LAMMPS. This alternative computational method uses modern graphics processors, NVIDIA CUDA technology and specialized scientific codes to overcome processing speed barriers common to traditional computing methods. In conjunction with a virtual reality system used to model materials, this enhancement allows the addition of accelerated MD simulation capability. The motivation is to provide a novel research environment which simultaneously allows visualization, simulation, modeling and analysis. The research goal is to investigate the structure and properties of inorganic nanostructures (e.g., silica glass nanosprings) under different conditions using this innovative computational system. The work presented outlines a description of the 3D/VR Visualization System and basic components, an overview of important considerations such as the physical environment, details on the setup and use of the novel system, a general procedure for the accelerated MD enhancement, technical information, and relevant remarks. The impact of this work is the creation of a unique computational system combining nanoscale materials simulation, visualization and interactivity in a virtual environment, which is both a research and teaching instrument at UC Merced. PMID:25549300
Virtual environment display for a 3D audio room simulation
NASA Technical Reports Server (NTRS)
Chapin, William L.; Foster, Scott H.
1992-01-01
The development of a virtual environment simulation system integrating a 3D acoustic audio model with an immersive 3D visual scene is discussed. The system complements the acoustic model and is specified to: allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; reinforce the listener's feeling of telepresence in the acoustical environment with visual and proprioceptive sensations; enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations.
Bottoni, Paolo; Cinque, Luigi; De Marsico, Maria; Levialdi, Stefano; Panizzi, Emanuele
2006-06-01
This paper reports on the research activities performed by the Pictorial Computing Laboratory at the University of Rome, La Sapienza, during the last 5 years. Such work, essentially is based on the study of humancomputer interaction, spans from metamodels of interaction down to prototypes of interactive systems for both synchronous multimedia communication and groupwork, annotation systems for web pages, also encompassing theoretical and practical issues of visual languages and environments also including pattern recognition algorithms. Some applications are also considered like e-learning and collaborative work.
Advanced Technology for Portable Personal Visualization.
1992-06-01
interactive radiosity . 6 Advanced Technology for Portable Personal Visualization Progress Report January-June 1992 9 2.5 Virtual-Environment Ultrasound...the system, with support for textures, model partitioning, more complex radiosity emitters, and the replacement of model parts with objects from our...model libraries. "* Add real-time, interactive radiosity to the display program on Pixel-Planes 5. "* Move the real-time model mesh-generation to the
Early multisensory interactions affect the competition among multiple visual objects.
Van der Burg, Erik; Talsma, Durk; Olivers, Christian N L; Hickey, Clayton; Theeuwes, Jan
2011-04-01
In dynamic cluttered environments, audition and vision may benefit from each other in determining what deserves further attention and what does not. We investigated the underlying neural mechanisms responsible for attentional guidance by audiovisual stimuli in such an environment. Event-related potentials (ERPs) were measured during visual search through dynamic displays consisting of line elements that randomly changed orientation. Search accuracy improved when a target orientation change was synchronized with an auditory signal as compared to when the auditory signal was absent or synchronized with a distractor orientation change. The ERP data show that behavioral benefits were related to an early multisensory interaction over left parieto-occipital cortex (50-60 ms post-stimulus onset), which was followed by an early positive modulation (80-100 ms) over occipital and temporal areas contralateral to the audiovisual event, an enhanced N2pc (210-250 ms), and a contralateral negative slow wave (CNSW). The early multisensory interaction was correlated with behavioral search benefits, indicating that participants with a strong multisensory interaction benefited the most from the synchronized auditory signal. We suggest that an auditory signal enhances the neural response to a synchronized visual event, which increases the chances of selection in a multiple object environment. Copyright © 2010 Elsevier Inc. All rights reserved.
How virtual reality works: illusions of vision in "real" and virtual environments
NASA Astrophysics Data System (ADS)
Stark, Lawrence W.
1995-04-01
Visual illusions abound in normal vision--illusions of clarity and completeness, of continuity in time and space, of presence and vivacity--and are part and parcel of the visual world inwhich we live. These illusions are discussed in terms of the human visual system, with its high- resolution fovea, moved from point to point in the visual scene by rapid saccadic eye movements (EMs). This sampling of visual information is supplemented by a low-resolution, wide peripheral field of view, especially sensitive to motion. Cognitive-spatial models controlling perception, imagery, and 'seeing,' also control the EMs that shift the fovea in the Scanpath mode. These illusions provide for presence, the sense off being within an environment. They equally well lead to 'Telepresence,' the sense of being within a virtual display, especially if the operator is intensely interacting within an eye-hand and head-eye human-machine interface that provides for congruent visual and motor frames of reference. Interaction, immersion, and interest compel telepresence; intuitive functioning and engineered information flows can optimize human adaptation to the artificial new world of virtual reality, as virtual reality expands into entertainment, simulation, telerobotics, and scientific visualization and other professional work.
[Visually-impaired adolescents' interpersonal relationships at school].
Bezerra, Camilla Pontes; Pagliuca, Lorita Marlena Freitag
2007-09-01
This study describes the school environment and how interpersonal relationships are conducted in view of the needs of visually handicapped adolescents. Data were collected through observations of the physical environment of two schools in Fortaleza, Ceara, Brazil, with the support of a checklist, in order to analyze the existence of obstacles. Four visually handicapped adolescents from 14 to 20 years of age were interviewed. Conclusions were that the obstacles that hamper the free locomotion, communication, and physical and social interaction of the blind--or people with other eye disorders--during their activities at school are numerous.
Augmented reality and photogrammetry: A synergy to visualize physical and virtual city environments
NASA Astrophysics Data System (ADS)
Portalés, Cristina; Lerma, José Luis; Navarro, Santiago
2010-01-01
Close-range photogrammetry is based on the acquisition of imagery to make accurate measurements and, eventually, three-dimensional (3D) photo-realistic models. These models are a photogrammetric product per se. They are usually integrated into virtual reality scenarios where additional data such as sound, text or video can be introduced, leading to multimedia virtual environments. These environments allow users both to navigate and interact on different platforms such as desktop PCs, laptops and small hand-held devices (mobile phones or PDAs). In very recent years, a new technology derived from virtual reality has emerged: Augmented Reality (AR), which is based on mixing real and virtual environments to boost human interactions and real-life navigations. The synergy of AR and photogrammetry opens up new possibilities in the field of 3D data visualization, navigation and interaction far beyond the traditional static navigation and interaction in front of a computer screen. In this paper we introduce a low-cost outdoor mobile AR application to integrate buildings of different urban spaces. High-accuracy 3D photo-models derived from close-range photogrammetry are integrated in real (physical) urban worlds. The augmented environment that is presented herein requires for visualization a see-through video head mounted display (HMD), whereas user's movement navigation is achieved in the real world with the help of an inertial navigation sensor. After introducing the basics of AR technology, the paper will deal with real-time orientation and tracking in combined physical and virtual city environments, merging close-range photogrammetry and AR. There are, however, some software and complex issues, which are discussed in the paper.
Model of rhythmic ball bouncing using a visually controlled neural oscillator.
Avrin, Guillaume; Siegler, Isabelle A; Makarov, Maria; Rodriguez-Ayerbe, Pedro
2017-10-01
The present paper investigates the sensory-driven modulations of central pattern generator dynamics that can be expected to reproduce human behavior during rhythmic hybrid tasks. We propose a theoretical model of human sensorimotor behavior able to account for the observed data from the ball-bouncing task. The novel control architecture is composed of a Matsuoka neural oscillator coupled with the environment through visual sensory feedback. The architecture's ability to reproduce human-like performance during the ball-bouncing task in the presence of perturbations is quantified by comparison of simulated and recorded trials. The results suggest that human visual control of the task is achieved online. The adaptive behavior is made possible by a parametric and state control of the limit cycle emerging from the interaction of the rhythmic pattern generator, the musculoskeletal system, and the environment. NEW & NOTEWORTHY The study demonstrates that a behavioral model based on a neural oscillator controlled by visual information is able to accurately reproduce human modulations in a motor action with respect to sensory information during the rhythmic ball-bouncing task. The model attractor dynamics emerging from the interaction between the neuromusculoskeletal system and the environment met task requirements, environmental constraints, and human behavioral choices without relying on movement planning and explicit internal models of the environment. Copyright © 2017 the American Physiological Society.
Enabling scientific workflows in virtual reality
Kreylos, O.; Bawden, G.; Bernardin, T.; Billen, M.I.; Cowgill, E.S.; Gold, R.D.; Hamann, B.; Jadamec, M.; Kellogg, L.H.; Staadt, O.G.; Sumner, D.Y.
2006-01-01
To advance research and improve the scientific return on data collection and interpretation efforts in the geosciences, we have developed methods of interactive visualization, with a special focus on immersive virtual reality (VR) environments. Earth sciences employ a strongly visual approach to the measurement and analysis of geologic data due to the spatial and temporal scales over which such data ranges, As observations and simulations increase in size and complexity, the Earth sciences are challenged to manage and interpret increasing amounts of data. Reaping the full intellectual benefits of immersive VR requires us to tailor exploratory approaches to scientific problems. These applications build on the visualization method's strengths, using both 3D perception and interaction with data and models, to take advantage of the skills and training of the geological scientists exploring their data in the VR environment. This interactive approach has enabled us to develop a suite of tools that are adaptable to a range of problems in the geosciences and beyond. Copyright ?? 2008 by the Association for Computing Machinery, Inc.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cook, Kris A.; Scholtz, Jean; Whiting, Mark A.
The VAST Challenge has been a popular venue for academic and industry participants for over ten years. Many participants comment that the majority of their time in preparing VAST Challenge entries is discovering elements in their software environments that need to be redesigned in order to solve the given task. Fortunately, there is no need to wait until the VAST Challenge is announced to test out software systems. The Visual Analytics Benchmark Repository contains all past VAST Challenge tasks, data, solutions and submissions. This paper details the various types of evaluations that may be conducted using the Repository information. Inmore » this paper we describe how developers can do informal evaluations of various aspects of their visual analytics environments using VAST Challenge information. Aspects that can be evaluated include the appropriateness of the software for various tasks, the various data types and formats that can be accommodated, the effectiveness and efficiency of the process supported by the software, and the intuitiveness of the visualizations and interactions. Researchers can compare their visualizations and interactions to those submitted to determine novelty. In addition, the paper provides pointers to various guidelines that software teams can use to evaluate the usability of their software. While these evaluations are not a replacement for formal evaluation methods, this information can be extremely useful during the development of visual analytics environments.« less
LSSGalPy: Interactive Visualization of the Large-scale Environment Around Galaxies
NASA Astrophysics Data System (ADS)
Argudo-Fernández, M.; Duarte Puertas, S.; Ruiz, J. E.; Sabater, J.; Verley, S.; Bergond, G.
2017-05-01
New tools are needed to handle the growth of data in astrophysics delivered by recent and upcoming surveys. We aim to build open-source, light, flexible, and interactive software designed to visualize extensive three-dimensional (3D) tabular data. Entirely written in the Python language, we have developed interactive tools to browse and visualize the positions of galaxies in the universe and their positions with respect to its large-scale structures (LSS). Motivated by a previous study, we created two codes using Mollweide projection and wedge diagram visualizations, where survey galaxies can be overplotted on the LSS of the universe. These are interactive representations where the visualizations can be controlled by widgets. We have released these open-source codes that have been designed to be easily re-used and customized by the scientific community to fulfill their needs. The codes are adaptable to other kinds of 3D tabular data and are robust enough to handle several millions of objects. .
Animal Preparations to Assess Neurophysiological Effects of Bio-Dynamic Environments.
1980-07-17
deprivation in preventing the acquisition of visually-guided behaviors. The next study examined acquisition of visually-guided behaviors in six animals...Maffei, L. and Bisti, S. Binocular interaction in strabismic kittens deprived of vision. Science, 191, 579-580, 1976. Matin, L. A possible hybrid...function in cat visual cortex following prolonged deprivation . Exp. Brain Res., 25 (1976) 139-156. Hein, A. Visually controlled components of movement
Görg, Carsten; Liu, Zhicheng; Kihm, Jaeyeon; Choo, Jaegul; Park, Haesun; Stasko, John
2013-10-01
Investigators across many disciplines and organizations must sift through large collections of text documents to understand and piece together information. Whether they are fighting crime, curing diseases, deciding what car to buy, or researching a new field, inevitably investigators will encounter text documents. Taking a visual analytics approach, we integrate multiple text analysis algorithms with a suite of interactive visualizations to provide a flexible and powerful environment that allows analysts to explore collections of documents while sensemaking. Our particular focus is on the process of integrating automated analyses with interactive visualizations in a smooth and fluid manner. We illustrate this integration through two example scenarios: an academic researcher examining InfoVis and VAST conference papers and a consumer exploring car reviews while pondering a purchase decision. Finally, we provide lessons learned toward the design and implementation of visual analytics systems for document exploration and understanding.
Graphical programming interface: A development environment for MRI methods.
Zwart, Nicholas R; Pipe, James G
2015-11-01
To introduce a multiplatform, Python language-based, development environment called graphical programming interface for prototyping MRI techniques. The interface allows developers to interact with their scientific algorithm prototypes visually in an event-driven environment making tasks such as parameterization, algorithm testing, data manipulation, and visualization an integrated part of the work-flow. Algorithm developers extend the built-in functionality through simple code interfaces designed to facilitate rapid implementation. This article shows several examples of algorithms developed in graphical programming interface including the non-Cartesian MR reconstruction algorithms for PROPELLER and spiral as well as spin simulation and trajectory visualization of a FLORET example. The graphical programming interface framework is shown to be a versatile prototyping environment for developing numeric algorithms used in the latest MR techniques. © 2014 Wiley Periodicals, Inc.
Interactive Visual Analysis within Dynamic Ocean Models
NASA Astrophysics Data System (ADS)
Butkiewicz, T.
2012-12-01
The many observation and simulation based ocean models available today can provide crucial insights for all fields of marine research and can serve as valuable references when planning data collection missions. However, the increasing size and complexity of these models makes leveraging their contents difficult for end users. Through a combination of data visualization techniques, interactive analysis tools, and new hardware technologies, the data within these models can be made more accessible to domain scientists. We present an interactive system that supports exploratory visual analysis within large-scale ocean flow models. The currents and eddies within the models are illustrated using effective, particle-based flow visualization techniques. Stereoscopic displays and rendering methods are employed to ensure that the user can correctly perceive the complex 3D structures of depth-dependent flow patterns. Interactive analysis tools are provided which allow the user to experiment through the introduction of their customizable virtual dye particles into the models to explore regions of interest. A multi-touch interface provides natural, efficient interaction, with custom multi-touch gestures simplifying the otherwise challenging tasks of navigating and positioning tools within a 3D environment. We demonstrate the potential applications of our visual analysis environment with two examples of real-world significance: Firstly, an example of using customized particles with physics-based behaviors to simulate pollutant release scenarios, including predicting the oil plume path for the 2010 Deepwater Horizon oil spill disaster. Secondly, an interactive tool for plotting and revising proposed autonomous underwater vehicle mission pathlines with respect to the surrounding flow patterns predicted by the model; as these survey vessels have extremely limited energy budgets, designing more efficient paths allows for greater survey areas.
imDEV: a graphical user interface to R multivariate analysis tools in Microsoft Excel
Grapov, Dmitry; Newman, John W.
2012-01-01
Summary: Interactive modules for Data Exploration and Visualization (imDEV) is a Microsoft Excel spreadsheet embedded application providing an integrated environment for the analysis of omics data through a user-friendly interface. Individual modules enables interactive and dynamic analyses of large data by interfacing R's multivariate statistics and highly customizable visualizations with the spreadsheet environment, aiding robust inferences and generating information-rich data visualizations. This tool provides access to multiple comparisons with false discovery correction, hierarchical clustering, principal and independent component analyses, partial least squares regression and discriminant analysis, through an intuitive interface for creating high-quality two- and a three-dimensional visualizations including scatter plot matrices, distribution plots, dendrograms, heat maps, biplots, trellis biplots and correlation networks. Availability and implementation: Freely available for download at http://sourceforge.net/projects/imdev/. Implemented in R and VBA and supported by Microsoft Excel (2003, 2007 and 2010). Contact: John.Newman@ars.usda.gov Supplementary Information: Installation instructions, tutorials and users manual are available at http://sourceforge.net/projects/imdev/. PMID:22815358
NASA Technical Reports Server (NTRS)
Saganti, P. B.; Zapp, E. N.; Wilson, J. W.; Cucinotta, F. A.
2001-01-01
The US Lab module of the International Space Station (ISS) is a primary working area where the crewmembers are expected to spend majority of their time. Because of the directionality of radiation fields caused by the Earth shadow, trapped radiation pitch angle distribution, and inherent variations in the ISS shielding, a model is needed to account for these local variations in the radiation distribution. We present the calculated radiation dose (rem/yr) values for over 3,000 different points in the working area of the Lab module and estimated radiation dose values for over 25,000 different points in the human body for a given ambient radiation environment. These estimated radiation dose values are presented in a three dimensional animated interactive visualization format. Such interactive animated visualization of the radiation distribution can be generated in near real-time to track changes in the radiation environment during the orbit precession of the ISS.
A platform for quantitative evaluation of intratumoral spatial heterogeneity in multiplexed immunofluorescence images, via characterization of the spatial interactions between different cellular phenotypes and non-cellular constituents in the tumor microenvironment.
Exclusively visual analysis of classroom group interactions
NASA Astrophysics Data System (ADS)
Tucker, Laura; Scherr, Rachel E.; Zickler, Todd; Mazur, Eric
2016-12-01
Large-scale audiovisual data that measure group learning are time consuming to collect and analyze. As an initial step towards scaling qualitative classroom observation, we qualitatively coded classroom video using an established coding scheme with and without its audio cues. We find that interrater reliability is as high when using visual data only—without audio—as when using both visual and audio data to code. Also, interrater reliability is high when comparing use of visual and audio data to visual-only data. We see a small bias to code interactions as group discussion when visual and audio data are used compared with video-only data. This work establishes that meaningful educational observation can be made through visual information alone. Further, it suggests that after initial work to create a coding scheme and validate it in each environment, computer-automated visual coding could drastically increase the breadth of qualitative studies and allow for meaningful educational analysis on a far greater scale.
NASA Astrophysics Data System (ADS)
Ozturk, D.; Chaudhary, A.; Votava, P.; Kotfila, C.
2016-12-01
Jointly developed by Kitware and NASA Ames, GeoNotebook is an open source tool designed to give the maximum amount of flexibility to analysts, while dramatically simplifying the process of exploring geospatially indexed datasets. Packages like Fiona (backed by GDAL), Shapely, Descartes, Geopandas, and PySAL provide a stack of technologies for reading, transforming, and analyzing geospatial data. Combined with the Jupyter notebook and libraries like matplotlib/Basemap it is possible to generate detailed geospatial visualizations. Unfortunately, visualizations generated is either static or does not perform well for very large datasets. Also, this setup requires a great deal of boilerplate code to create and maintain. Other extensions exist to remedy these problems, but they provide a separate map for each input cell and do not support map interactions that feed back into the python environment. To support interactive data exploration and visualization on large datasets we have developed an extension to the Jupyter notebook that provides a single dynamic map that can be managed from the Python environment, and that can communicate back with a server which can perform operations like data subsetting on a cloud-based cluster.
Visual Sensitivity of Deepwater Fishes in Lake Superior
Harrington, Kelly A.; Hrabik, Thomas R.; Mensinger, Allen F.
2015-01-01
The predator-prey interactions in the offshore food web of Lake Superior have been well documented, but the sensory systems mediating these interactions remain unknown. The deepwater sculpin, (Myoxocephalus thompsoni), siscowet (Salvelinus namaycush siscowet), and kiyi (Coregonus kiyi) inhabit low light level environments. To investigate the potential role of vision in predator-prey interactions, electroretinography was used to determine visual sensitivity for each species. Spectral sensitivity curves revealed peak sensitivity at 525 nm for each species which closely corresponds to the prevalent downwelling light spectrum at depth. To determine if sufficient light was available to mediate predator-prey interactions, visual sensitivity was correlated with the intensity of downwelling light in Lake Superior to construct visual depth profiles for each species. Sufficient daytime irradiance exists for visual interactions to approximately 325 m for siscowet and kiyi and 355 m for the deepwater sculpin during summer months. Under full moon conditions, sufficient irradiance exists to elicit ERG response to light available at approximately 30 m for the siscowet and kiyi and 45 m for the deepwater sculpin. Visual interactions are therefore possible at the depths and times when these organisms overlap in the water column indicating that vision may play a far greater role at depth in deep freshwater lakes than had been previously documented. PMID:25646781
Visuospatial Cognition in Electronic Learning
ERIC Educational Resources Information Center
Shah, Priti; Freedman, Eric G.
2003-01-01
Static, animated, and interactive visualizations are frequently used in electronic learning environments. In this article, we provide a brief review of research on visuospatial cognition relevant to designing e-learning tools that use these displays. In the first section, we discuss the possible cognitive benefits of visualizations consider used…
Direct manipulation of virtual objects
NASA Astrophysics Data System (ADS)
Nguyen, Long K.
Interacting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user's real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world. Complicating matters further, VEs presented by currently available visual displays may be inaccurate or distorted due to technological limitations. Fundamental physiological and psychological aspects of vision as they pertain to the task of object manipulation were thoroughly reviewed. Other sensory modalities -- proprioception, haptics, and audition -- and their cross-interactions with each other and with vision are briefly discussed. Visual display technologies, the primary component of any VE, were canvassed and compared. Current applications and research were gathered and categorized by different VE types and object interaction techniques. While object interaction research abounds in the literature, pockets of research gaps remain. Direct, dexterous, manual interaction with virtual objects in Mixed Reality (MR), where the real, seen hand accurately and effectively interacts with virtual objects, has not yet been fully quantified. An experimental test bed was designed to provide the highest accuracy attainable for salient visual cues in personal space. Optical alignment and user calibration were carefully performed. The test bed accommodated the full continuum of VE types and sensory modalities for comprehensive comparison studies. Experimental designs included two sets, each measuring depth perception and object interaction. The first set addressed the extreme end points of the Reality-Virtuality (R-V) continuum -- Immersive Virtual Environment (IVE) and Reality Environment (RE). This validated, linked, and extended several previous research findings, using one common test bed and participant pool. The results provided a proven method and solid reference points for further research. The second set of experiments leveraged the first to explore the full R-V spectrum and included additional, relevant sensory modalities. It consisted of two full-factorial experiments providing for rich data and key insights into the effect of each type of environment and each modality on accuracy and timeliness of virtual object interaction. The empirical results clearly showed that mean depth perception error in personal space was less than four millimeters whether the stimuli presented were real, virtual, or mixed. Likewise, mean error for the simple task of pushing a button was less than four millimeters whether the button was real or virtual. Mean task completion time was less than one second. Key to the high accuracy and quick task performance time observed was the correct presentation of the visual cues, including occlusion, stereoscopy, accommodation, and convergence. With performance results already near optimal level with accurate visual cues presented, adding proprioception, audio, and haptic cues did not significantly improve performance. Recommendations for future research include enhancement of the visual display and further experiments with more complex tasks and additional control variables.
The perception of naturalness correlates with low-level visual features of environmental scenes.
Berman, Marc G; Hout, Michael C; Kardan, Omid; Hunter, MaryCarol R; Yourganov, Grigori; Henderson, John M; Hanayik, Taylor; Karimi, Hossein; Jonides, John
2014-01-01
Previous research has shown that interacting with natural environments vs. more urban or built environments can have salubrious psychological effects, such as improvements in attention and memory. Even viewing pictures of nature vs. pictures of built environments can produce similar effects. A major question is: What is it about natural environments that produces these benefits? Problematically, there are many differing qualities between natural and urban environments, making it difficult to narrow down the dimensions of nature that may lead to these benefits. In this study, we set out to uncover visual features that related to individuals' perceptions of naturalness in images. We quantified naturalness in two ways: first, implicitly using a multidimensional scaling analysis and second, explicitly with direct naturalness ratings. Features that seemed most related to perceptions of naturalness were related to the density of contrast changes in the scene, the density of straight lines in the scene, the average color saturation in the scene and the average hue diversity in the scene. We then trained a machine-learning algorithm to predict whether a scene was perceived as being natural or not based on these low-level visual features and we could do so with 81% accuracy. As such we were able to reliably predict subjective perceptions of naturalness with objective low-level visual features. Our results can be used in future studies to determine if these features, which are related to naturalness, may also lead to the benefits attained from interacting with nature.
Envision: An interactive system for the management and visualization of large geophysical data sets
NASA Technical Reports Server (NTRS)
Searight, K. R.; Wojtowicz, D. P.; Walsh, J. E.; Pathi, S.; Bowman, K. P.; Wilhelmson, R. B.
1995-01-01
Envision is a software project at the University of Illinois and Texas A&M, funded by NASA's Applied Information Systems Research Project. It provides researchers in the geophysical sciences convenient ways to manage, browse, and visualize large observed or model data sets. Envision integrates data management, analysis, and visualization of geophysical data in an interactive environment. It employs commonly used standards in data formats, operating systems, networking, and graphics. It also attempts, wherever possible, to integrate with existing scientific visualization and analysis software. Envision has an easy-to-use graphical interface, distributed process components, and an extensible design. It is a public domain package, freely available to the scientific community.
Telearch - Integrated visual simulation environment for collaborative virtual archaeology.
NASA Astrophysics Data System (ADS)
Kurillo, Gregorij; Forte, Maurizio
Archaeologists collect vast amounts of digital data around the world; however, they lack tools for integration and collaborative interaction to support reconstruction and interpretation process. TeleArch software is aimed to integrate different data sources and provide real-time interaction tools for remote collaboration of geographically distributed scholars inside a shared virtual environment. The framework also includes audio, 2D and 3D video streaming technology to facilitate remote presence of users. In this paper, we present several experimental case studies to demonstrate the integration and interaction with 3D models and geographical information system (GIS) data in this collaborative environment.
ViSBARD: Visual System for Browsing, Analysis and Retrieval of Data
NASA Astrophysics Data System (ADS)
Roberts, D. Aaron; Boller, Ryan; Rezapkin, V.; Coleman, J.; McGuire, R.; Goldstein, M.; Kalb, V.; Kulkarni, R.; Luckyanova, M.; Byrnes, J.; Kerbel, U.; Candey, R.; Holmes, C.; Chimiak, R.; Harris, B.
2018-04-01
ViSBARD interactively visualizes and analyzes space physics data. It provides an interactive integrated 3-D and 2-D environment to determine correlations between measurements across many spacecraft. It supports a variety of spacecraft data products and MHD models and is easily extensible to others. ViSBARD provides a way of visualizing multiple vector and scalar quantities as measured by many spacecraft at once. The data are displayed three-dimesionally along the orbits which may be displayed either as connected lines or as points. The data display allows the rapid determination of vector configurations, correlations between many measurements at multiple points, and global relationships. With the addition of magnetohydrodynamic (MHD) model data, this environment can also be used to validate simulation results with observed data, use simulated data to provide a global context for sparse observed data, and apply feature detection techniques to the simulated data.
Visual exploration and analysis of human-robot interaction rules
NASA Astrophysics Data System (ADS)
Zhang, Hui; Boyles, Michael J.
2013-01-01
We present a novel interaction paradigm for the visual exploration, manipulation and analysis of human-robot interaction (HRI) rules; our development is implemented using a visual programming interface and exploits key techniques drawn from both information visualization and visual data mining to facilitate the interaction design and knowledge discovery process. HRI is often concerned with manipulations of multi-modal signals, events, and commands that form various kinds of interaction rules. Depicting, manipulating and sharing such design-level information is a compelling challenge. Furthermore, the closed loop between HRI programming and knowledge discovery from empirical data is a relatively long cycle. This, in turn, makes design-level verification nearly impossible to perform in an earlier phase. In our work, we exploit a drag-and-drop user interface and visual languages to support depicting responsive behaviors from social participants when they interact with their partners. For our principal test case of gaze-contingent HRI interfaces, this permits us to program and debug the robots' responsive behaviors through a graphical data-flow chart editor. We exploit additional program manipulation interfaces to provide still further improvement to our programming experience: by simulating the interaction dynamics between a human and a robot behavior model, we allow the researchers to generate, trace and study the perception-action dynamics with a social interaction simulation to verify and refine their designs. Finally, we extend our visual manipulation environment with a visual data-mining tool that allows the user to investigate interesting phenomena such as joint attention and sequential behavioral patterns from multiple multi-modal data streams. We have created instances of HRI interfaces to evaluate and refine our development paradigm. As far as we are aware, this paper reports the first program manipulation paradigm that integrates visual programming interfaces, information visualization, and visual data mining methods to facilitate designing, comprehending, and evaluating HRI interfaces.
Wiebrands, Michael; Malajczuk, Chris J; Woods, Andrew J; Rohl, Andrew L; Mancera, Ricardo L
2018-06-21
Molecular graphics systems are visualization tools which, upon integration into a 3D immersive environment, provide a unique virtual reality experience for research and teaching of biomolecular structure, function and interactions. We have developed a molecular structure and dynamics application, the Molecular Dynamics Visualization tool, that uses the Unity game engine combined with large scale, multi-user, stereoscopic visualization systems to deliver an immersive display experience, particularly with a large cylindrical projection display. The application is structured to separate the biomolecular modeling and visualization systems. The biomolecular model loading and analysis system was developed as a stand-alone C# library and provides the foundation for the custom visualization system built in Unity. All visual models displayed within the tool are generated using Unity-based procedural mesh building routines. A 3D user interface was built to allow seamless dynamic interaction with the model while being viewed in 3D space. Biomolecular structure analysis and display capabilities are exemplified with a range of complex systems involving cell membranes, protein folding and lipid droplets.
3D Virtual Environment Used to Support Lighting System Management in a Building
NASA Astrophysics Data System (ADS)
Sampaio, A. Z.; Ferreira, M. M.; Rosário, D. P.
The main aim of the research project, which is in progress at the UTL, is to develop a virtual interactive model as a tool to support decision-making in the planning of construction maintenance and facilities management. The virtual model gives the capacity to allow the user to transmit, visually and interactively, information related to the components of a building, defined as a function of the time variable. In addition, the analysis of solutions for repair work/substitution and inherent cost are predicted, the results being obtained interactively and visualized in the virtual environment itself. The first component of the virtual prototype concerns the management of lamps in a lighting system. It was applied in a study case. The interactive application allows the examination of the physical model, visualizing, for each element modeled in 3D and linked to a database, the corresponding technical information concerned with the use of the material, calculated for different points in time during their life. The control of a lamp stock, the constant updating of lifetime information and the planning of periodical local inspections are attended on the prototype. This is an important mean of cooperation between collaborators involved in the building management.
3D Visualization for Phoenix Mars Lander Science Operations
NASA Technical Reports Server (NTRS)
Edwards, Laurence; Keely, Leslie; Lees, David; Stoker, Carol
2012-01-01
Planetary surface exploration missions present considerable operational challenges in the form of substantial communication delays, limited communication windows, and limited communication bandwidth. A 3D visualization software was developed and delivered to the 2008 Phoenix Mars Lander (PML) mission. The components of the system include an interactive 3D visualization environment called Mercator, terrain reconstruction software called the Ames Stereo Pipeline, and a server providing distributed access to terrain models. The software was successfully utilized during the mission for science analysis, site understanding, and science operations activity planning. A terrain server was implemented that provided distribution of terrain models from a central repository to clients running the Mercator software. The Ames Stereo Pipeline generates accurate, high-resolution, texture-mapped, 3D terrain models from stereo image pairs. These terrain models can then be visualized within the Mercator environment. The central cross-cutting goal for these tools is to provide an easy-to-use, high-quality, full-featured visualization environment that enhances the mission science team s ability to develop low-risk productive science activity plans. In addition, for the Mercator and Viz visualization environments, extensibility and adaptability to different missions and application areas are key design goals.
Situated Sentence Processing: The Coordinated Interplay Account and a Neurobehavioral Model
ERIC Educational Resources Information Center
Crocker, Matthew W.; Knoeferle, Pia; Mayberry, Marshall R.
2010-01-01
Empirical evidence demonstrating that sentence meaning is rapidly reconciled with the visual environment has been broadly construed as supporting the seamless interaction of visual and linguistic representations during situated comprehension. Based on recent behavioral and neuroscientific findings, however, we argue for the more deeply rooted…
ERIC Educational Resources Information Center
Chandramouli, Magesh; Chittamuru, Siva-Teja
2016-01-01
This paper explains the design of a graphics-based virtual environment for instructing computer hardware concepts to students, especially those at the beginner level. Photorealistic visualizations and simulations are designed and programmed with interactive features allowing students to practice, explore, and test themselves on computer hardware…
Music Therapy in the Treatment of Social Isolation in Visually Impaired Children.
ERIC Educational Resources Information Center
Gourgey, Charles
1998-01-01
Reviews the literature on the use of music therapy with visually impaired and socially isolated children. Describes ways that music therapy can help the child explore his environment, modify blindisms (stereotypic, autistic-like behaviors), and encourage social awareness and interaction with other children. (DB)
Mania, Katerina; Wooldridge, Dave; Coxon, Matthew; Robinson, Andrew
2006-01-01
Accuracy of memory performance per se is an imperfect reflection of the cognitive activity (awareness states) that underlies performance in memory tasks. The aim of this research is to investigate the effect of varied visual and interaction fidelity of immersive virtual environments on memory awareness states. A between groups experiment was carried out to explore the effect of rendering quality on location-based recognition memory for objects and associated states of awareness. The experimental space, consisting of two interconnected rooms, was rendered either flat-shaded or using radiosity rendering. The computer graphics simulations were displayed on a stereo head-tracked Head Mounted Display. Participants completed a recognition memory task after exposure to the experimental space and reported one of four states of awareness following object recognition. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection, and also included guesses. Experimental results revealed variations in the distribution of participants' awareness states across conditions while memory performance failed to reveal any. Interestingly, results revealed a higher proportion of recollections associated with mental imagery in the flat-shaded condition. These findings comply with similar effects revealed in two earlier studies summarized here, which demonstrated that the less "naturalistic" interaction interface or interface of low interaction fidelity provoked a higher proportion of recognitions based on visual mental images.
NASA Astrophysics Data System (ADS)
Wolf, Ivo; Nolden, Marco; Schwarz, Tobias; Meinzer, Hans-Peter
2010-02-01
The Medical Imaging Interaction Toolkit (MITK) and the eXtensible Imaging Platform (XIP) both aim at facilitating the development of medical imaging applications, but provide support on different levels. MITK offers support from the toolkit level, whereas XIP comes with a visual programming environment. XIP is strongly based on Open Inventor. Open Inventor with its scene graph-based rendering paradigm was not specifically designed for medical imaging, but focuses on creating dedicated visualizations. MITK has a visualization concept with a model-view-controller like design that assists in implementing multiple, consistent views on the same data, which is typically required in medical imaging. In addition, MITK defines a unified means of describing position, orientation, bounds, and (if required) local deformation of data and views, supporting e.g. images acquired with gantry tilt and curved reformations. The actual rendering is largely delegated to the Visualization Toolkit (VTK). This paper presents an approach of how to integrate the visualization concept of MITK with XIP, especially into the XIP-Builder. This is a first step of combining the advantages of both platforms. It enables experimenting with algorithms in the XIP visual programming environment without requiring a detailed understanding of Open Inventor. Using MITK-based add-ons to XIP, any number of data objects (images, surfaces, etc.) produced by algorithms can simply be added to an MITK DataStorage object and rendered into any number of slice-based (2D) or 3D views. Both MITK and XIP are open-source C++ platforms. The extensions presented in this paper will be available from www.mitk.org.
Zheng, Bin; Lu, Amy; Hardesty, Lara A; Sumkin, Jules H; Hakim, Christiane M; Ganott, Marie A; Gur, David
2006-01-01
The purpose of this study was to develop and test a method for selecting "visually similar" regions of interest depicting breast masses from a reference library to be used in an interactive computer-aided diagnosis (CAD) environment. A reference library including 1000 malignant mass regions and 2000 benign and CAD-generated false-positive regions was established. When a suspicious mass region is identified, the scheme segments the region and searches for similar regions from the reference library using a multifeature based k-nearest neighbor (KNN) algorithm. To improve selection of reference images, we added an interactive step. All actual masses in the reference library were subjectively rated on a scale from 1 to 9 as to their "visual margins speculations". When an observer identifies a suspected mass region during a case interpretation he/she first rates the margins and the computerized search is then limited only to regions rated as having similar levels of spiculation (within +/-1 scale difference). In an observer preference study including 85 test regions, two sets of the six "similar" reference regions selected by the KNN with and without the interactive step were displayed side by side with each test region. Four radiologists and five nonclinician observers selected the more appropriate ("similar") reference set in a two alternative forced choice preference experiment. All four radiologists and five nonclinician observers preferred the sets of regions selected by the interactive method with an average frequency of 76.8% and 74.6%, respectively. The overall preference for the interactive method was highly significant (p < 0.001). The study demonstrated that a simple interactive approach that includes subjectively perceived ratings of one feature alone namely, a rating of margin "spiculation," could substantially improve the selection of "visually similar" reference images.
Living Liquid: Design and Evaluation of an Exploratory Visualization Tool for Museum Visitors.
Ma, J; Liao, I; Ma, Kwan-Liu; Frazier, J
2012-12-01
Interactive visualizations can allow science museum visitors to explore new worlds by seeing and interacting with scientific data. However, designing interactive visualizations for informal learning environments, such as museums, presents several challenges. First, visualizations must engage visitors on a personal level. Second, visitors often lack the background to interpret visualizations of scientific data. Third, visitors have very limited time at individual exhibits in museums. This paper examines these design considerations through the iterative development and evaluation of an interactive exhibit as a visualization tool that gives museumgoers access to scientific data generated and used by researchers. The exhibit prototype, Living Liquid, encourages visitors to ask and answer their own questions while exploring the time-varying global distribution of simulated marine microbes using a touchscreen interface. Iterative development proceeded through three rounds of formative evaluations using think-aloud protocols and interviews, each round informing a key visualization design decision: (1) what to visualize to initiate inquiry, (2) how to link data at the microscopic scale to global patterns, and (3) how to include additional data that allows visitors to pursue their own questions. Data from visitor evaluations suggests that, when designing visualizations for public audiences, one should (1) avoid distracting visitors from data that they should explore, (2) incorporate background information into the visualization, (3) favor understandability over scientific accuracy, and (4) layer data accessibility to structure inquiry. Lessons learned from this case study add to our growing understanding of how to use visualizations to actively engage learners with scientific data.
Computer-Based Tools for Inquiry in Undergraduate Classrooms: Results from the VGEE
NASA Astrophysics Data System (ADS)
Pandya, R. E.; Bramer, D. J.; Elliott, D.; Hay, K. E.; Mallaiahgari, L.; Marlino, M. R.; Middleton, D.; Ramamurhty, M. K.; Scheitlin, T.; Weingroff, M.; Wilhelmson, R.; Yoder, J.
2002-05-01
The Visual Geophysical Exploration Environment (VGEE) is a suite of computer-based tools designed to help learners connect observable, large-scale geophysical phenomena to underlying physical principles. Technologically, this connection is mediated by java-based interactive tools: a multi-dimensional visualization environment, authentic scientific data-sets, concept models that illustrate fundamental physical principles, and an interactive web-based work management system for archiving and evaluating learners' progress. Our preliminary investigations showed, however, that the tools alone are not sufficient to empower undergraduate learners; learners have trouble in organizing inquiry and using the visualization tools effectively. To address these issues, the VGEE includes an inquiry strategy and scaffolding activities that are similar to strategies used successfully in K-12 classrooms. The strategy is organized around the steps: identify, relate, explain, and integrate. In the first step, students construct visualizations from data to try to identify salient features of a particular phenomenon. They compare their previous conceptions of a phenomenon to the data examine their current knowledge and motivate investigation. Next, students use the multivariable functionality of the visualization environment to relate the different features they identified. Explain moves the learner temporarily outside the visualization to the concept models, where they explore fundamental physical principles. Finally, in integrate, learners use these fundamental principles within the visualization environment by literally placing the concept model within the visualization environment as a probe and watching it respond to larger-scale patterns. This capability, unique to the VGEE, addresses the disconnect that novice learners often experience between fundamental physics and observable phenomena. It also allows learners the opportunity to reflect on and refine their knowledge as well as anchor it within a context for long-term retention. We are implementing the VGEE in one of two otherwise identical entry-level atmospheric courses. In addition to comparing student learning and attitudes in the two courses, we are analyzing student participation with the VGEE to evaluate the effectiveness and usability of the VGEE. In particular, we seek to identify the scaffolding students need to construct physically meaningful multi-dimensional visualizations, and evaluate the effectiveness of the visualization-embedded concept-models in addressing inert knowledge. We will also examine the utility of the inquiry strategy in developing content knowledge, process-of-science knowledge, and discipline-specific investigatory skills. Our presentation will include video examples of student use to illustrate our findings.
BIOPS Interactive: An e-Learning Platform Focused on Protein Structure and DNA
ERIC Educational Resources Information Center
Pontelli, Enrico; Pinto, Jorge; Qin, Xiaoxiao; He, Jing; Bevan, David; MacCuish, Norah; MacCuish, John; Chapman, Mitch; Moreland, David
2009-01-01
One of the difficulties in teaching basic molecular biology concepts to the students with little biological background is the lack of hands-on exercises that combines the challenges of the concepts with visualization and immediate feedback. BIOPS Interactive is a web-based interactive learning environment for molecular biology that complements…
Virtual environment display for a 3D audio room simulation
NASA Astrophysics Data System (ADS)
Chapin, William L.; Foster, Scott
1992-06-01
Recent developments in virtual 3D audio and synthetic aural environments have produced a complex acoustical room simulation. The acoustical simulation models a room with walls, ceiling, and floor of selected sound reflecting/absorbing characteristics and unlimited independent localizable sound sources. This non-visual acoustic simulation, implemented with 4 audio ConvolvotronsTM by Crystal River Engineering and coupled to the listener with a Poihemus IsotrakTM, tracking the listener's head position and orientation, and stereo headphones returning binaural sound, is quite compelling to most listeners with eyes closed. This immersive effect should be reinforced when properly integrated into a full, multi-sensory virtual environment presentation. This paper discusses the design of an interactive, visual virtual environment, complementing the acoustic model and specified to: 1) allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; 2) reinforce the listener's feeling of telepresence into the acoustical environment with visual and proprioceptive sensations; 3) enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and 4) serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations. The installed system implements a head-coupled, wide-angle, stereo-optic tracker/viewer and multi-computer simulation control. The portable demonstration system implements a head-mounted wide-angle, stereo-optic display, separate head and pointer electro-magnetic position trackers, a heterogeneous parallel graphics processing system, and object oriented C++ program code.
NASA Technical Reports Server (NTRS)
Nguyen, Lac; Kenney, Patrick J.
1993-01-01
Development of interactive virtual environments (VE) has typically consisted of three primary activities: model (object) development, model relationship tree development, and environment behavior definition and coding. The model and relationship tree development activities are accomplished with a variety of well-established graphic library (GL) based programs - most utilizing graphical user interfaces (GUI) with point-and-click interactions. Because of this GUI format, little programming expertise on the part of the developer is necessary to create the 3D graphical models or to establish interrelationships between the models. However, the third VE development activity, environment behavior definition and coding, has generally required the greatest amount of time and programmer expertise. Behaviors, characteristics, and interactions between objects and the user within a VE must be defined via command line C coding prior to rendering the environment scenes. In an effort to simplify this environment behavior definition phase for non-programmers, and to provide easy access to model and tree tools, a graphical interface and development tool has been created. The principal thrust of this research is to effect rapid development and prototyping of virtual environments. This presentation will discuss the 'Visual Interface for Virtual Interaction Development' (VIVID) tool; an X-Windows based system employing drop-down menus for user selection of program access, models, and trees, behavior editing, and code generation. Examples of these selection will be highlighted in this presentation, as will the currently available program interfaces. The functionality of this tool allows non-programming users access to all facets of VE development while providing experienced programmers with a collection of pre-coded behaviors. In conjunction with its existing, interfaces and predefined suite of behaviors, future development plans for VIVID will be described. These include incorporation of dual user virtual environment enhancements, tool expansion, and additional behaviors.
Collaborative visual analytics of radio surveys in the Big Data era
NASA Astrophysics Data System (ADS)
Vohl, Dany; Fluke, Christopher J.; Hassan, Amr H.; Barnes, David G.; Kilborn, Virginia A.
2017-06-01
Radio survey datasets comprise an increasing number of individual observations stored as sets of multidimensional data. In large survey projects, astronomers commonly face limitations regarding: 1) interactive visual analytics of sufficiently large subsets of data; 2) synchronous and asynchronous collaboration; and 3) documentation of the discovery workflow. To support collaborative data inquiry, we present encube, a large-scale comparative visual analytics framework. encube can utilise advanced visualization environments such as the CAVE2 (a hybrid 2D and 3D virtual reality environment powered with a 100 Tflop/s GPU-based supercomputer and 84 million pixels) for collaborative analysis of large subsets of data from radio surveys. It can also run on standard desktops, providing a capable visual analytics experience across the display ecology. encube is composed of four primary units enabling compute-intensive processing, advanced visualisation, dynamic interaction, parallel data query, along with data management. Its modularity will make it simple to incorporate astronomical analysis packages and Virtual Observatory capabilities developed within our community. We discuss how encube builds a bridge between high-end display systems (such as CAVE2) and the classical desktop, preserving all traces of the work completed on either platform - allowing the research process to continue wherever you are.
Information-Theoretic Metrics for Visualizing Gene-Environment Interactions
Chanda, Pritam ; Zhang, Aidong ; Brazeau, Daniel ; Sucheston, Lara ; Freudenheim, Jo L. ; Ambrosone, Christine ; Ramanathan, Murali
2007-01-01
The purpose of our work was to develop heuristics for visualizing and interpreting gene-environment interactions (GEIs) and to assess the dependence of candidate visualization metrics on biological and study-design factors. Two information-theoretic metrics, the k-way interaction information (KWII) and the total correlation information (TCI), were investigated. The effectiveness of the KWII and TCI to detect GEIs in a diverse range of simulated data sets and a Crohn disease data set was assessed. The sensitivity of the KWII and TCI spectra to biological and study-design variables was determined. Head-to-head comparisons with the relevance-chain, multifactor dimensionality reduction, and the pedigree disequilibrium test (PDT) methods were obtained. The KWII and TCI spectra, which are graphical summaries of the KWII and TCI for each subset of environmental and genotype variables, were found to detect each known GEI in the simulated data sets. The patterns in the KWII and TCI spectra were informative for factors such as case-control misassignment, locus heterogeneity, allele frequencies, and linkage disequilibrium. The KWII and TCI spectra were found to have excellent sensitivity for identifying the key disease-associated genetic variations in the Crohn disease data set. In head-to-head comparisons with the relevance-chain, multifactor dimensionality reduction, and PDT methods, the results from visual interpretation of the KWII and TCI spectra performed satisfactorily. The KWII and TCI are promising metrics for visualizing GEIs. They are capable of detecting interactions among numerous single-nucleotide polymorphisms and environmental variables for a diverse range of GEI models. PMID:17924337
Deyer, T W; Ashton-Miller, J A
1999-09-01
To test the (null) hypotheses that the reliability of unipedal balance is unaffected by the attenuation of visual velocity feedback and that, relative to baseline performance, deterioration of balance success rates from attenuated visual velocity feedback will not differ between groups of young men and older women, and the presence (or absence) of a vertical foreground object will not affect balance success rates. Single blind, single case study. University research laboratory. Two volunteer samples: 26 healthy young men (mean age, 20.0yrs; SD, 1.6); 23 healthy older women (mean age, 64.9 yrs; SD, 7.8). Normalized success rates in unipedal balance task. Subjects were asked to transfer to and maintain unipedal stance for 5 seconds in a task near the limit of their balance capabilities. Subjects completed 64 trials: 54 trials of three experimental visual scenes in blocked randomized sequences of 18 trials and 10 trials in a normal visual environment. The experimental scenes included two that provided strong velocity/weak position feedback, one of which had a vertical foreground object (SVWP+) and one without (SVWP-), and one scene providing weak velocity/strong position (WVSP) feedback. Subjects' success rates in the experimental environments were normalized by the success rate in the normal environment in order to allow comparisons between subjects using a mixed model repeated measures analysis of variance. The normalized success rate was significantly greater in SVWP+ than in WVSP (p = .0001) and SVWP- (p = .013). Visual feedback significantly affected the normalized unipedal balance success rates (p = .001); neither the group effect nor the group X visual environment interaction was significant (p = .9362 and p = .5634, respectively). Normalized success rates did not differ significantly between the young men and older women in any visual environment. Near the limit of the young men's or older women's balance capability, the reliability of transfer to unipedal balance was adversely affected by visual environments offering attenuated visual velocity feedback cues and those devoid of vertical foreground objects.
Applying a visual language for image processing as a graphical teaching tool in medical imaging
NASA Astrophysics Data System (ADS)
Birchman, James J.; Tanimoto, Steven L.; Rowberg, Alan H.; Choi, Hyung-Sik; Kim, Yongmin
1992-05-01
Typical user interaction in image processing is with command line entries, pull-down menus, or text menu selections from a list, and as such is not generally graphical in nature. Although applying these interactive methods to construct more sophisticated algorithms from a series of simple image processing steps may be clear to engineers and programmers, it may not be clear to clinicians. A solution to this problem is to implement a visual programming language using visual representations to express image processing algorithms. Visual representations promote a more natural and rapid understanding of image processing algorithms by providing more visual insight into what the algorithms do than the interactive methods mentioned above can provide. Individuals accustomed to dealing with images will be more likely to understand an algorithm that is represented visually. This is especially true of referring physicians, such as surgeons in an intensive care unit. With the increasing acceptance of picture archiving and communications system (PACS) workstations and the trend toward increasing clinical use of image processing, referring physicians will need to learn more sophisticated concepts than simply image access and display. If the procedures that they perform commonly, such as window width and window level adjustment and image enhancement using unsharp masking, are depicted visually in an interactive environment, it will be easier for them to learn and apply these concepts. The software described in this paper is a visual programming language for imaging processing which has been implemented on the NeXT computer using NeXTstep user interface development tools and other tools in an object-oriented environment. The concept is based upon the description of a visual language titled `Visualization of Vision Algorithms' (VIVA). Iconic representations of simple image processing steps are placed into a workbench screen and connected together into a dataflow path by the user. As the user creates and edits a dataflow path, more complex algorithms can be built on the screen. Once the algorithm is built, it can be executed, its results can be reviewed, and operator parameters can be interactively adjusted until an optimized output is produced. The optimized algorithm can then be saved and added to the system as a new operator. This system has been evaluated as a graphical teaching tool for window width and window level adjustment, image enhancement using unsharp masking, and other techniques.
Combining Multiple Forms Of Visual Information To Specify Contact Relations In Spatial Layout
NASA Astrophysics Data System (ADS)
Sedgwick, Hal A.
1990-03-01
An expert system, called Layout2, has been described, which models a subset of available visual information for spatial layout. The system is used to examine detailed interactions between multiple, partially redundant forms of information in an environment-centered geometrical model of an environment obeying certain rather general constraints. This paper discusses the extension of Layout2 to include generalized contact relations between surfaces. In an environment-centered model, the representation of viewer-centered distance is replaced by the representation of environmental location. This location information is propagated through the representation of the environment by a network of contact relations between contiguous surfaces. Perspective information interacts with other forms of information to specify these contact relations. The experimental study of human perception of contact relations in extended spatial layouts is also discussed. Differences between human results and Layout2 results reveal limitations in the human ability to register available information; they also point to the existence of certain forms of information not yet formalized in Layout2.
Not Your Mother's View: The Dynamics of Toddler Visual Experience
ERIC Educational Resources Information Center
Smith, Linda B.; Yu, Chen; Pereira, Alfredo F.
2011-01-01
Human toddlers learn about objects through second-by-second, minute-by-minute sensory-motor interactions. In an effort to understand how toddlers' bodily actions structure the visual learning environment, mini-video cameras were placed low on the foreheads of toddlers, and for comparison also on the foreheads of their parents, as they jointly…
PC-Based Virtual Reality for CAD Model Viewing
ERIC Educational Resources Information Center
Seth, Abhishek; Smith, Shana S.-F.
2004-01-01
Virtual reality (VR), as an emerging visualization technology, has introduced an unprecedented communication method for collaborative design. VR refers to an immersive, interactive, multisensory, viewer-centered, 3D computer-generated environment and the combination of technologies required to build such an environment. This article introduces the…
Interactive Problem Solving Tutorials Through Visual Programming
NASA Astrophysics Data System (ADS)
Undreiu, Lucian; Schuster, David; Undreiu, Adriana
2008-10-01
We have used LabVIEW visual programming to build an interactive tutorial to promote conceptual understanding in physics problem solving. This programming environment is able to offer a web-accessible problem solving experience that enables students to work at their own pace and receive feedback. Intuitive graphical symbols, modular structures and the ability to create templates are just a few of the advantages this software has to offer. The architecture of an application can be designed in a way that allows instructors with little knowledge of LabVIEW to easily personalize it. Both the physics solution and the interactive pedagogy can be visually programmed in LabVIEW. Our physics pedagogy approach is that of cognitive apprenticeship, in that the tutorial guides students to develop conceptual understanding and physical insight into phenomena, rather than purely formula-based solutions. We demonstrate how this model is reflected in the design and programming of the interactive tutorials.
Siakaluk, Paul D; Pexman, Penny M; Aguilera, Laura; Owen, William J; Sears, Christopher R
2008-01-01
We examined the effects of sensorimotor experience in two visual word recognition tasks. Body-object interaction (BOI) ratings were collected for a large set of words. These ratings assess perceptions of the ease with which a human body can physically interact with a word's referent. A set of high BOI words (e.g., mask) and a set of low BOI words (e.g., ship) were created, matched on imageability and concreteness. Facilitatory BOI effects were observed in lexical decision and phonological lexical decision tasks: responses were faster for high BOI words than for low BOI words. We discuss how our findings may be accounted for by (a) semantic feedback within the visual word recognition system, and (b) an embodied view of cognition (e.g., Barsalou's perceptual symbol systems theory), which proposes that semantic knowledge is grounded in sensorimotor interactions with the environment.
Non-lane-discipline-based car-following model under honk environment
NASA Astrophysics Data System (ADS)
Rong, Ying; Wen, Huiying
2018-04-01
This study proposed a non-lane-discipline-based car-following model by synthetically considering the visual angles and the timid/aggressive characteristics of drivers under honk environment. We firstly derived the neutral stability condition by the linear stability theory. It showed that the parameters related to visual angles and driving characteristics of drivers under honk environment all have significant impact on the stability of non-lane-discipline traffic flow. For better understanding the inner mechanism among these factors, we further analyzed how each parameter affects the traffic flow and gained further insight into how the visual angles information influences other parameters and then influences the non-lane-discipline traffic flow under honk environment. And the results showed that the other aspects such as driving characteristics of drivers or honk effect are all interacted with the "Visual-Angle Factor". And the effect of visual angle is not just to say simply it has larger stable region or not as the existing studies. Finally, to verify the proposed model, we carried out the numerical simulation under the periodic boundary condition. And the results of numerical simulation are agreed well with the theoretical findings.
Pictorial communication in virtual and real environments
NASA Technical Reports Server (NTRS)
Ellis, Stephen R. (Editor)
1991-01-01
Papers about the communication between human users and machines in real and synthetic environments are presented. Individual topics addressed include: pictorial communication, distortions in memory for visual displays, cartography and map displays, efficiency of graphical perception, volumetric visualization of 3D data, spatial displays to increase pilot situational awareness, teleoperation of land vehicles, computer graphics system for visualizing spacecraft in orbit, visual display aid for orbital maneuvering, multiaxis control in telemanipulation and vehicle guidance, visual enhancements in pick-and-place tasks, target axis effects under transformed visual-motor mappings, adapting to variable prismatic displacement. Also discussed are: spatial vision within egocentric and exocentric frames of reference, sensory conflict in motion sickness, interactions of form and orientation, perception of geometrical structure from congruence, prediction of three-dimensionality across continuous surfaces, effects of viewpoint in the virtual space of pictures, visual slant underestimation, spatial constraints of stereopsis in video displays, stereoscopic stance perception, paradoxical monocular stereopsis and perspective vergence. (No individual items are abstracted in this volume)
Conservation implications of anthropogenic impacts on visual communication and camouflage.
Delhey, Kaspar; Peters, Anne
2017-02-01
Anthropogenic environmental impacts can disrupt the sensory environment of animals and affect important processes from mate choice to predator avoidance. Currently, these effects are best understood for auditory and chemosensory modalities, and recent reviews highlight their importance for conservation. We examined how anthropogenic changes to the visual environment (ambient light, transmission, and backgrounds) affect visual communication and camouflage and considered the implications of these effects for conservation. Human changes to the visual environment can increase predation risk by affecting camouflage effectiveness, lead to maladaptive patterns of mate choice, and disrupt mutualistic interactions between pollinators and plants. Implications for conservation are particularly evident for disrupted camouflage due to its tight links with survival. The conservation importance of impaired visual communication is less documented. The effects of anthropogenic changes on visual communication and camouflage may be severe when they affect critical processes such as pollination or species recognition. However, when impaired mate choice does not lead to hybridization, the conservation consequences are less clear. We suggest that the demographic effects of human impacts on visual communication and camouflage will be particularly strong when human-induced modifications to the visual environment are evolutionarily novel (i.e., very different from natural variation); affected species and populations have low levels of intraspecific (genotypic and phenotypic) variation and behavioral, sensory, or physiological plasticity; and the processes affected are directly related to survival (camouflage), species recognition, or number of offspring produced, rather than offspring quality or attractiveness. Our findings suggest that anthropogenic effects on the visual environment may be of similar importance relative to conservation as anthropogenic effects on other sensory modalities. © 2016 Society for Conservation Biology.
Evolutionary adaptations: theoretical and practical implications for visual ergonomics.
Fostervold, Knut Inge; Watten, Reidulf G; Volden, Frode
2014-01-01
The literature discussing visual ergonomics often mention that human vision is adapted to light emitted by the sun. However, theoretical and practical implications of this viewpoint is seldom discussed or taken into account. The paper discusses some of the main theoretical implications of an evolutionary approach to visual ergonomics. Based on interactional theory and ideas from ecological psychology an evolutionary stress model is proposed as a theoretical framework for future research in ergonomics and human factors. The model stresses the importance of developing work environments that fits with our evolutionary adaptations. In accordance with evolutionary psychology, the environment of evolutionary adaptedness (EEA) and evolutionarily-novel environments (EN) are used as key concepts. Using work with visual display units (VDU) as an example, the paper discusses how this knowledge can be utilized in an ergonomic analysis of risk factors in the work environment. The paper emphasises the importance of incorporating evolutionary theory in the field of ergonomics. Further, the paper encourages scientific practices that further our understanding of any phenomena beyond the borders of traditional proximal explanations.
The Haptic Paradigm in Education: Challenges and Case Studies
ERIC Educational Resources Information Center
Hamza-Lup, Felix G.; Stanescu, Ioana A.
2010-01-01
The process of learning involves interaction with the learning environment through our five senses (sight, hearing, touch, smell, and taste). Until recently, distance education focused only on the first two of those senses, sight and sound. Internet-based learning environments are predominantly visual with auditory components. With the advent of…
Knowledge is power: how conceptual knowledge transforms visual cognition.
Collins, Jessica A; Olson, Ingrid R
2014-08-01
In this review, we synthesize the existing literature demonstrating the dynamic interplay between conceptual knowledge and visual perceptual processing. We consider two theoretical frameworks that demonstrate interactions between processes and brain areas traditionally considered perceptual or conceptual. Specifically, we discuss categorical perception, in which visual objects are represented according to category membership, and highlight studies showing that category knowledge can penetrate early stages of visual analysis. We next discuss the embodied account of conceptual knowledge, which holds that concepts are instantiated in the same neural regions required for specific types of perception and action, and discuss the limitations of this framework. We additionally consider studies showing that gaining abstract semantic knowledge about objects and faces leads to behavioral and electrophysiological changes that are indicative of more efficient stimulus processing. Finally, we consider the role that perceiver goals and motivation may play in shaping the interaction between conceptual and perceptual processing. We hope to demonstrate how pervasive such interactions between motivation, conceptual knowledge, and perceptual processing are in our understanding of the visual environment, and to demonstrate the need for future research aimed at understanding how such interactions arise in the brain.
Knowledge is Power: How Conceptual Knowledge Transforms Visual Cognition
Collins, Jessica A.; Olson, Ingrid R.
2014-01-01
In this review we synthesize the existing literature demonstrating the dynamic interplay between conceptual knowledge and visual perceptual processing. We consider two theoretical frameworks demonstrating interactions between processes and brain areas traditionally considered perceptual or conceptual. Specifically, we discuss categorical perception, in which visual objects are represented according to category membership, and highlight studies showing that category knowledge can penetrate early stages of visual analysis. We next discuss the embodied account of conceptual knowledge, which holds that concepts are instantiated in the same neural regions required for specific types of perception and action, and discuss the limitations of this framework. We additionally consider studies showing that gaining abstract semantic knowledge about objects and faces leads to behavioral and electrophysiological changes that are indicative of more efficient stimulus processing. Finally, we consider the role that perceiver goals and motivation may play in shaping the interaction between conceptual and perceptual processing. We hope to demonstrate how pervasive such interactions between motivation, conceptual knowledge, and perceptual processing are to our understanding of the visual environment, and demonstrate the need for future research aimed at understanding how such interactions arise in the brain. PMID:24402731
Gueguen, Marc; Vuillerme, Nicolas; Isableu, Brice
2012-01-01
Background The selection of appropriate frames of reference (FOR) is a key factor in the elaboration of spatial perception and the production of robust interaction with our environment. The extent to which we perceive the head axis orientation (subjective head orientation, SHO) with both accuracy and precision likely contributes to the efficiency of these spatial interactions. A first goal of this study was to investigate the relative contribution of both the visual and egocentric FOR (centre-of-mass) in the SHO processing. A second goal was to investigate humans' ability to process SHO in various sensory response modalities (visual, haptic and visuo-haptic), and the way they modify the reliance to either the visual or egocentric FORs. A third goal was to question whether subjects combined visual and haptic cues optimally to increase SHO certainty and to decrease the FORs disruption effect. Methodology/Principal Findings Thirteen subjects were asked to indicate their SHO while the visual and/or egocentric FORs were deviated. Four results emerged from our study. First, visual rod settings to SHO were altered by the tilted visual frame but not by the egocentric FOR alteration, whereas no haptic settings alteration was observed whether due to the egocentric FOR alteration or the tilted visual frame. These results are modulated by individual analysis. Second, visual and egocentric FOR dependency appear to be negatively correlated. Third, the response modality enrichment appears to improve SHO. Fourth, several combination rules of the visuo-haptic cues such as the Maximum Likelihood Estimation (MLE), Winner-Take-All (WTA) or Unweighted Mean (UWM) rule seem to account for SHO improvements. However, the UWM rule seems to best account for the improvement of visuo-haptic estimates, especially in situations with high FOR incongruence. Finally, the data also indicated that FOR reliance resulted from the application of UWM rule. This was observed more particularly, in the visual dependent subject. Conclusions: Taken together, these findings emphasize the importance of identifying individual spatial FOR preferences to assess the efficiency of our interaction with the environment whilst performing spatial tasks. PMID:22509295
Methods and Apparatus for Autonomous Robotic Control
NASA Technical Reports Server (NTRS)
Gorshechnikov, Anatoly (Inventor); Livitz, Gennady (Inventor); Versace, Massimiliano (Inventor); Palma, Jesse (Inventor)
2017-01-01
Sensory processing of visual, auditory, and other sensor information (e.g., visual imagery, LIDAR, RADAR) is conventionally based on "stovepiped," or isolated processing, with little interactions between modules. Biological systems, on the other hand, fuse multi-sensory information to identify nearby objects of interest more quickly, more efficiently, and with higher signal-to-noise ratios. Similarly, examples of the OpenSense technology disclosed herein use neurally inspired processing to identify and locate objects in a robot's environment. This enables the robot to navigate its environment more quickly and with lower computational and power requirements.
Personal Audiovisual Aptitude Influences the Interaction Between Landscape and Soundscape Appraisal.
Sun, Kang; Echevarria Sanchez, Gemma M; De Coensel, Bert; Van Renterghem, Timothy; Talsma, Durk; Botteldooren, Dick
2018-01-01
It has been established that there is an interaction between audition and vision in the appraisal of our living environment, and that this appraisal is influenced by personal factors. Here, we test the hypothesis that audiovisual aptitude influences appraisal of our sonic and visual environment. To measure audiovisual aptitude, an auditory deviant detection experiment was conducted in an ecologically valid and complex context. This experiment allows us to distinguish between accurate and less accurate listeners. Additionally, it allows to distinguish between participants that are easily visually distracted and those who are not. To do so, two previously conducted laboratory experiments were re-analyzed. The first experiment focuses on self-reported noise annoyance in a living room context, whereas the second experiment focuses on the perceived pleasantness of using outdoor public spaces. In the first experiment, the influence of visibility of vegetation on self-reported noise annoyance was modified by audiovisual aptitude. In the second one, it was found that the overall appraisal of walking across a bridge is influenced by audiovisual aptitude, in particular when a visually intrusive noise barrier is used to reduce highway traffic noise levels. We conclude that audiovisual aptitude may affect the appraisal of the living environment.
Personal Audiovisual Aptitude Influences the Interaction Between Landscape and Soundscape Appraisal
Sun, Kang; Echevarria Sanchez, Gemma M.; De Coensel, Bert; Van Renterghem, Timothy; Talsma, Durk; Botteldooren, Dick
2018-01-01
It has been established that there is an interaction between audition and vision in the appraisal of our living environment, and that this appraisal is influenced by personal factors. Here, we test the hypothesis that audiovisual aptitude influences appraisal of our sonic and visual environment. To measure audiovisual aptitude, an auditory deviant detection experiment was conducted in an ecologically valid and complex context. This experiment allows us to distinguish between accurate and less accurate listeners. Additionally, it allows to distinguish between participants that are easily visually distracted and those who are not. To do so, two previously conducted laboratory experiments were re-analyzed. The first experiment focuses on self-reported noise annoyance in a living room context, whereas the second experiment focuses on the perceived pleasantness of using outdoor public spaces. In the first experiment, the influence of visibility of vegetation on self-reported noise annoyance was modified by audiovisual aptitude. In the second one, it was found that the overall appraisal of walking across a bridge is influenced by audiovisual aptitude, in particular when a visually intrusive noise barrier is used to reduce highway traffic noise levels. We conclude that audiovisual aptitude may affect the appraisal of the living environment. PMID:29910750
imDEV: a graphical user interface to R multivariate analysis tools in Microsoft Excel
USDA-ARS?s Scientific Manuscript database
Interactive modules for data exploration and visualization (imDEV) is a Microsoft Excel spreadsheet embedded application providing an integrated environment for the analysis of omics data sets with a user-friendly interface. Individual modules were designed to provide toolsets to enable interactive ...
Collecting, Transcribing, Analyzing and Presenting Plurilingual Interactional Data
ERIC Educational Resources Information Center
Moore, Emilee; Llompart, Júlia
2017-01-01
Interactional data is often central to research in plurilingual learning environments. However, getting a grip on the processes of collecting, organizing, transcribing, analyzing and presenting audio and/or visual data is possibly the most exciting, but also one of the most challenging things about learning to do qualitative research. Although the…
Sensory Cues, Visualization and Physics Learning
ERIC Educational Resources Information Center
Reiner, Miriam
2009-01-01
Bodily manipulations, such as juggling, suggest a well-synchronized physical interaction as if the person were a physics expert. The juggler uses "knowledge" that is rooted in bodily experience, to interact with the environment. Such enacted bodily knowledge is powerful, efficient, predictive, and relates to sensory perception of the dynamics of…
Hu, Jian; Xu, Xiang-yang; Song, En-min; Tan, Hong-bao; Wang, Yi-ning
2009-09-01
To establish a new visual educational system of virtual reality for clinical dentistry based on world wide web (WWW) webpage in order to provide more three-dimensional multimedia resources to dental students and an online three-dimensional consulting system for patients. Based on computer graphics and three-dimensional webpage technologies, the software of 3Dsmax and Webmax were adopted in the system development. In the Windows environment, the architecture of whole system was established step by step, including three-dimensional model construction, three-dimensional scene setup, transplanting three-dimensional scene into webpage, reediting the virtual scene, realization of interactions within the webpage, initial test, and necessary adjustment. Five cases of three-dimensional interactive webpage for clinical dentistry were completed. The three-dimensional interactive webpage could be accessible through web browser on personal computer, and users could interact with the webpage through rotating, panning and zooming the virtual scene. It is technically feasible to implement the visual educational system of virtual reality for clinical dentistry based on WWW webpage. Information related to clinical dentistry can be transmitted properly, visually and interactively through three-dimensional webpage.
Effects of the road environment on the development of driver sleepiness in young male drivers.
Ahlström, Christer; Anund, Anna; Fors, Carina; Åkerstedt, Torbjörn
2018-03-01
Latent driver sleepiness may in some cases be masked by for example social interaction, stress and physical activity. This short-term modulation of sleepiness may also result from environmental factors, such as when driving in stimulating environments. The aim of this study is to compare two road environments and investigate how they affect driver sleepiness. Thirty young male drivers participated in a driving simulator experiment where they drove two scenarios: a rural environment with winding roads and low traffic density, and a suburban road with higher traffic density and a more built-up roadside environment. The driving task was essentially the same in both scenarios, i.e. to stay on the road, without much interaction with other road users. A 2 × 2 design, with the conditions rural versus suburban, and daytime (full sleep) versus night-time (sleep deprived), was used. The results show that there were only minor effects of the road environment on subjective and physiological indicators of sleepiness. In contrast, there was an increase in subjective sleepiness, longer blink durations and increased EEG alpha content, both due to time on task and to night-time driving. The two road environments differed both in terms of the demand on driver action and of visual load, and the results indicate that action demand is the more important of the two factors. The notion that driver fatigue should be countered in a more stimulating visual environment such as in the city is thus more likely due to increased task demand rather than to a richer visual scenery. This should be investigated in further studies. Copyright © 2018 Elsevier Ltd. All rights reserved.
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.
Rojas, David; Kapralos, Bill; Cristancho, Sayra; Collins, Karen; Hogue, Andrew; Conati, Cristina; Dubrowski, Adam
2012-01-01
Despite the benefits associated with virtual learning environments and serious games, there are open, fundamental issues regarding simulation fidelity and multi-modal cue interaction and their effect on immersion, transfer of knowledge, and retention. Here we describe the results of a study that examined the effect of ambient (background) sound on the perception of visual fidelity (defined with respect to texture resolution). Results suggest that the perception of visual fidelity is dependent on ambient sound and more specifically, white noise can have detrimental effects on our perception of high quality visuals. The results of this study will guide future studies that will ultimately aid in developing an understanding of the role that fidelity, and multi-modal interactions play with respect to knowledge transfer and retention for users of virtual simulations and serious games.
Gnadt, William; Grossberg, Stephen
2008-06-01
How do reactive and planned behaviors interact in real time? How are sequences of such behaviors released at appropriate times during autonomous navigation to realize valued goals? Controllers for both animals and mobile robots, or animats, need reactive mechanisms for exploration, and learned plans to reach goal objects once an environment becomes familiar. The SOVEREIGN (Self-Organizing, Vision, Expectation, Recognition, Emotion, Intelligent, Goal-oriented Navigation) animat model embodies these capabilities, and is tested in a 3D virtual reality environment. SOVEREIGN includes several interacting subsystems which model complementary properties of cortical What and Where processing streams and which clarify similarities between mechanisms for navigation and arm movement control. As the animat explores an environment, visual inputs are processed by networks that are sensitive to visual form and motion in the What and Where streams, respectively. Position-invariant and size-invariant recognition categories are learned by real-time incremental learning in the What stream. Estimates of target position relative to the animat are computed in the Where stream, and can activate approach movements toward the target. Motion cues from animat locomotion can elicit head-orienting movements to bring a new target into view. Approach and orienting movements are alternately performed during animat navigation. Cumulative estimates of each movement are derived from interacting proprioceptive and visual cues. Movement sequences are stored within a motor working memory. Sequences of visual categories are stored in a sensory working memory. These working memories trigger learning of sensory and motor sequence categories, or plans, which together control planned movements. Predictively effective chunk combinations are selectively enhanced via reinforcement learning when the animat is rewarded. Selected planning chunks effect a gradual transition from variable reactive exploratory movements to efficient goal-oriented planned movement sequences. Volitional signals gate interactions between model subsystems and the release of overt behaviors. The model can control different motor sequences under different motivational states and learns more efficient sequences to rewarded goals as exploration proceeds.
ERIC Educational Resources Information Center
Rieger, Jochem W.; Kochy, Nick; Schalk, Franziska; Gruschow, Marcus; Heinze, Hans-Jochen
2008-01-01
The visual system rapidly extracts information about objects from the cluttered natural environment. In 5 experiments, the authors quantified the influence of orientation and semantics on the classification speed of objects in natural scenes, particularly with regard to object-context interactions. Natural scene photographs were presented in an…
Interaction Management Strategies on IRC and Virtual Chat Rooms.
ERIC Educational Resources Information Center
Altun, Arif
Internet Relay Chat (IRC) is an electronic medium that combines orthographic form with real time, synchronous transmission in an unregulated global multi-user environment. The orthographic letters mediate the interaction in that users can only access the IRC session through reading and writing; they have no access to any visual representations at…
Lang, Andrew SID; Bradley, Jean-Claude
2009-01-01
This review will focus on the current level on chemistry research, education, and visualization possible within the multi-user virtual environment of Second Life. We discuss how Second Life has been used as a platform for the interactive and collaborative visualization of data from molecules and proteins to spectra and experimental data. We then review how these visualizations can be scripted for immersive educational activities and real-life collaborative research. We also discuss the benefits of the social networking affordances of Second Life for both chemists and chemistry students. PMID:19852781
Lang, Andrew S I D; Bradley, Jean-Claude
2009-10-23
This review will focus on the current level on chemistry research, education, and visualization possible within the multi-user virtual environment of Second Life. We discuss how Second Life has been used as a platform for the interactive and collaborative visualization of data from molecules and proteins to spectra and experimental data. We then review how these visualizations can be scripted for immersive educational activities and real-life collaborative research. We also discuss the benefits of the social networking affordances of Second Life for both chemists and chemistry students.
Sundvall, Erik; Nyström, Mikael; Forss, Mattias; Chen, Rong; Petersson, Håkan; Ahlfeldt, Hans
2007-01-01
This paper describes selected earlier approaches to graphically relating events to each other and to time; some new combinations are also suggested. These are then combined into a unified prototyping environment for visualization and navigation of electronic health records. Google Earth (GE) is used for handling display and interaction of clinical information stored using openEHR data structures and 'archetypes'. The strength of the approach comes from GE's sophisticated handling of detail levels, from coarse overviews to fine-grained details that has been combined with linear, polar and region-based views of clinical events related to time. The system should be easy to learn since all the visualization styles can use the same navigation. The structured and multifaceted approach to handling time that is possible with archetyped openEHR data lends itself well to visualizing and integration with openEHR components is provided in the environment.
Designing EvoRoom: An Immersive Simulation Environment for Collective Inquiry in Secondary Science
NASA Astrophysics Data System (ADS)
Lui, Michelle Mei Yee
This dissertation investigates the design of complex inquiry for co-located students to work as a knowledge community within a mixed-reality learning environment. It presents the design of an immersive simulation called EvoRoom and corresponding collective inquiry activities that allow students to explore concepts around topics of evolution and biodiversity in a Grade 11 Biology course. EvoRoom is a room-sized simulation of a rainforest, modeled after Borneo in Southeast Asia, where several projected displays are stitched together to form a large, animated simulation on each opposing wall of the room. This serves to create an immersive environment in which students work collaboratively as individuals, in small groups and a collective community to investigate science topics using the simulations as an evidentiary base. Researchers and a secondary science teacher co-designed a multi-week curriculum that prepared students with preliminary ideas and expertise, then provided them with guided activities within EvoRoom, supported by tablet-based software as well as larger visualizations of their collective progress. Designs encompassed the broader curriculum, as well as all EvoRoom materials (e.g., projected displays, student tablet interfaces, collective visualizations) and activity sequences. This thesis describes a series of three designs that were developed and enacted iteratively over two and a half years, presenting key features that enhanced students' experiences within the immersive environment, their interactions with peers, and their inquiry outcomes. Primary research questions are concerned with the nature of effective design for such activities and environments, and the kinds of interactions that are seen at the individual, collaborative and whole-class levels. The findings fall under one of three themes: 1) the physicality of the room, 2) the pedagogical script for student observation and reflection and collaboration, and 3) ways of including collective visualizations in the activity. Discrete findings demonstrate how the above variables, through their design as inquiry components (i.e., activity, room, scripts and scaffolds on devices, collective visualizations), can mediate the students' interactions with one another, with their teacher, and impact the outcomes of their inquiry. A set of design recommendations is drawn from the results of this research to guide future design or research efforts.
Vroom: designing an augmented environment for remote collaboration in digital cinema production
NASA Astrophysics Data System (ADS)
Margolis, Todd; Cornish, Tracy
2013-03-01
As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.
Audio-Visual Perception System for a Humanoid Robotic Head
Viciana-Abad, Raquel; Marfil, Rebeca; Perez-Lorenzo, Jose M.; Bandera, Juan P.; Romero-Garces, Adrian; Reche-Lopez, Pedro
2014-01-01
One of the main issues within the field of social robotics is to endow robots with the ability to direct attention to people with whom they are interacting. Different approaches follow bio-inspired mechanisms, merging audio and visual cues to localize a person using multiple sensors. However, most of these fusion mechanisms have been used in fixed systems, such as those used in video-conference rooms, and thus, they may incur difficulties when constrained to the sensors with which a robot can be equipped. Besides, within the scope of interactive autonomous robots, there is a lack in terms of evaluating the benefits of audio-visual attention mechanisms, compared to only audio or visual approaches, in real scenarios. Most of the tests conducted have been within controlled environments, at short distances and/or with off-line performance measurements. With the goal of demonstrating the benefit of fusing sensory information with a Bayes inference for interactive robotics, this paper presents a system for localizing a person by processing visual and audio data. Moreover, the performance of this system is evaluated and compared via considering the technical limitations of unimodal systems. The experiments show the promise of the proposed approach for the proactive detection and tracking of speakers in a human-robot interactive framework. PMID:24878593
Comparison of User Performance with Interactive and Static 3d Visualization - Pilot Study
NASA Astrophysics Data System (ADS)
Herman, L.; Stachoň, Z.
2016-06-01
Interactive 3D visualizations of spatial data are currently available and popular through various applications such as Google Earth, ArcScene, etc. Several scientific studies have focused on user performance with 3D visualization, but static perspective views are used as stimuli in most of the studies. The main objective of this paper is to try to identify potential differences in user performance with static perspective views and interactive visualizations. This research is an exploratory study. An experiment was designed as a between-subject study and a customized testing tool based on open web technologies was used for the experiment. The testing set consists of an initial questionnaire, a training task and four experimental tasks. Selection of the highest point and determination of visibility from the top of a mountain were used as the experimental tasks. Speed and accuracy of each task performance of participants were recorded. The movement and actions in the virtual environment were also recorded within the interactive variant. The results show that participants deal with the tasks faster when using static visualization. The average error rate was also higher in the static variant. The findings from this pilot study will be used for further testing, especially for formulating of hypotheses and designing of subsequent experiments.
NASA Technical Reports Server (NTRS)
Young, L. R.
1976-01-01
Progress in the development of a cohesive theory of the underlying physiological mechanisms associated with spatial orientation in unusual environments is described. Results can be applied to providing means of preventing and/or minimizing the space motion sickness which has been observed during prolonged space missions. Three major areas were investigated: (1) the interaction of visual and vestibular cues in conflict in the human, (2) the plasticity of the vestibulo-ocular reflex in monkeys, and (3) end organ function in the ray with particular emphasis on the effect of ionic concentration.
compuGUT: An in silico platform for simulating intestinal fermentation
NASA Astrophysics Data System (ADS)
Moorthy, Arun S.; Eberl, Hermann J.
The microbiota inhabiting the colon and its effect on health is a topic of significant interest. In this paper, we describe the compuGUT - a simulation tool developed to assist in exploring interactions between intestinal microbiota and their environment. The primary numerical machinery is implemented in C, and the accessory scripts for loading and visualization are prepared in bash (LINUX) and R. SUNDIALS libraries are employed for numerical integration, and googleVis API for interactive visualization. Supplementary material includes a concise description of the underlying mathematical model, and detailed characterization of numerical errors and computing times associated with implementation parameters.
A GIS-Enabled, Michigan-Specific, Hierarchical Groundwater Modeling and Visualization System
NASA Astrophysics Data System (ADS)
Liu, Q.; Li, S.; Mandle, R.; Simard, A.; Fisher, B.; Brown, E.; Ross, S.
2005-12-01
Efficient management of groundwater resources relies on a comprehensive database that represents the characteristics of the natural groundwater system as well as analysis and modeling tools to describe the impacts of decision alternatives. Many agencies in Michigan have spent several years compiling expensive and comprehensive surface water and groundwater inventories and other related spatial data that describe their respective areas of responsibility. However, most often this wealth of descriptive data has only been utilized for basic mapping purposes. The benefits from analyzing these data, using GIS analysis functions or externally developed analysis models or programs, has yet to be systematically realized. In this talk, we present a comprehensive software environment that allows Michigan groundwater resources managers and frontline professionals to make more effective use of the available data and improve their ability to manage and protect groundwater resources, address potential conflicts, design cleanup schemes, and prioritize investigation activities. In particular, we take advantage of the Interactive Ground Water (IGW) modeling system and convert it to a customized software environment specifically for analyzing, modeling, and visualizing the Michigan statewide groundwater database. The resulting Michigan IGW modeling system (IGW-M) is completely window-based, fully interactive, and seamlessly integrated with a GIS mapping engine. The system operates in real-time (on the fly) providing dynamic, hierarchical mapping, modeling, spatial analysis, and visualization. Specifically, IGW-M allows water resources and environmental professionals in Michigan to: * Access and utilize the extensive data from the statewide groundwater database, interactively manipulate GIS objects, and display and query the associated data and attributes; * Analyze and model the statewide groundwater database, interactively convert GIS objects into numerical model features, automatically extract data and attributes, and simulate unsteady groundwater flow and contaminant transport in response to water and land management decisions; * Visualize and map model simulations and predictions with data from the statewide groundwater database in a seamless interactive environment. IGW-M has the potential to significantly improve the productivity of Michigan groundwater management investigations. It changes the role of engineers and scientists in modeling and analyzing the statewide groundwater database from heavily physical to cognitive problem-solving and decision-making tasks. The seamless real-time integration, real-time visual interaction, and real-time processing capability allows a user to focus on critical management issues, conflicts, and constraints, to quickly and iteratively examine conceptual approximations, management and planning scenarios, and site characterization assumptions, to identify dominant processes, to evaluate data worth and sensitivity, and to guide further data-collection activities. We illustrate the power and effectiveness of the M-IGW modeling and visualization system with a real case study and a real-time, live demonstration.
Visual Environment for Designing Interactive Learning Scenarios with Augmented Reality
ERIC Educational Resources Information Center
Mota, José Miguel; Ruiz-Rube, Iván; Dodero, Juan Manuel; Figueiredo, Mauro
2016-01-01
Augmented Reality (AR) technology allows the inclusion of virtual elements on a vision of actual physical environment for the creation of a mixed reality in real time. This kind of technology can be used in educational settings. However, the current AR authoring tools present several drawbacks, such as, the lack of a mechanism for tracking the…
ERIC Educational Resources Information Center
Brown, Daniel
2013-01-01
Visualizing the three-dimensional distribution of stars within a constellation is highly challenging for both students and educators, but when carried out in an interactive collaborative way, it can create an ideal environment to explore common misconceptions about size and scale within astronomy. We present how the common tabletop activities…
ERIC Educational Resources Information Center
Liu, Suxia; Zhu, Xuan
2008-01-01
Geographic information systems (GIS) are computer-based tools for geographic data analysis and spatial visualization. They have become one of the information and communications technologies for education at all levels. This article reviews the current status of GIS in schools, analyzes the requirements of a GIS-based learning environment from…
A distributed analysis and visualization system for model and observational data
NASA Technical Reports Server (NTRS)
Wilhelmson, Robert B.
1994-01-01
Software was developed with NASA support to aid in the analysis and display of the massive amounts of data generated from satellites, observational field programs, and from model simulations. This software was developed in the context of the PATHFINDER (Probing ATmospHeric Flows in an Interactive and Distributed EnviRonment) Project. The overall aim of this project is to create a flexible, modular, and distributed environment for data handling, modeling simulations, data analysis, and visualization of atmospheric and fluid flows. Software completed with NASA support includes GEMPAK analysis, data handling, and display modules for which collaborators at NASA had primary responsibility, and prototype software modules for three-dimensional interactive and distributed control and display as well as data handling, for which NSCA was responsible. Overall process control was handled through a scientific and visualization application builder from Silicon Graphics known as the Iris Explorer. In addition, the GEMPAK related work (GEMVIS) was also ported to the Advanced Visualization System (AVS) application builder. Many modules were developed to enhance those already available in Iris Explorer including HDF file support, improved visualization and display, simple lattice math, and the handling of metadata through development of a new grid datatype. Complete source and runtime binaries along with on-line documentation is available via the World Wide Web at: http://redrock.ncsa.uiuc.edu/ PATHFINDER/pathre12/top/top.html.
Metabolic rate and body size are linked with perception of temporal information☆
Healy, Kevin; McNally, Luke; Ruxton, Graeme D.; Cooper, Natalie; Jackson, Andrew L.
2013-01-01
Body size and metabolic rate both fundamentally constrain how species interact with their environment, and hence ultimately affect their niche. While many mechanisms leading to these constraints have been explored, their effects on the resolution at which temporal information is perceived have been largely overlooked. The visual system acts as a gateway to the dynamic environment and the relative resolution at which organisms are able to acquire and process visual information is likely to restrict their ability to interact with events around them. As both smaller size and higher metabolic rates should facilitate rapid behavioural responses, we hypothesized that these traits would favour perception of temporal change over finer timescales. Using critical flicker fusion frequency, the lowest frequency of flashing at which a flickering light source is perceived as constant, as a measure of the maximum rate of temporal information processing in the visual system, we carried out a phylogenetic comparative analysis of a wide range of vertebrates that supported this hypothesis. Our results have implications for the evolution of signalling systems and predator–prey interactions, and, combined with the strong influence that both body mass and metabolism have on a species' ecological niche, suggest that time perception may constitute an important and overlooked dimension of niche differentiation. PMID:24109147
Oesterlein, Tobias Georg; Schmid, Jochen; Bauer, Silvio; Jadidi, Amir; Schmitt, Claus; Dössel, Olaf; Luik, Armin
2016-04-01
Progress in biomedical engineering has improved the hardware available for diagnosis and treatment of cardiac arrhythmias. But although huge amounts of intracardiac electrograms (EGMs) can be acquired during electrophysiological examinations, there is still a lack of software aiding diagnosis. The development of novel algorithms for the automated analysis of EGMs has proven difficult, due to the highly interdisciplinary nature of this task and hampered data access in clinical systems. Thus we developed a software platform, which allows rapid implementation of new algorithms, verification of their functionality and suitable visualization for discussion in the clinical environment. A software for visualization was developed in Qt5 and C++ utilizing the class library of VTK. The algorithms for signal analysis were implemented in MATLAB. Clinical data for analysis was exported from electroanatomical mapping systems. The visualization software KaPAVIE (Karlsruhe Platform for Analysis and Visualization of Intracardiac Electrograms) was implemented and tested on several clinical datasets. Both common and novel algorithms were implemented which address important clinical questions in diagnosis of different arrhythmias. It proved useful in discussions with clinicians due to its interactive and user-friendly design. Time after export from the clinical mapping system to visualization is below 5min. KaPAVIE(2) is a powerful platform for the development of novel algorithms in the clinical environment. Simultaneous and interactive visualization of measured EGM data and the results of analysis will aid diagnosis and help understanding the underlying mechanisms of complex arrhythmias like atrial fibrillation. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.
Learning Protein Structure with Peers in an AR-Enhanced Learning Environment
ERIC Educational Resources Information Center
Chen, Yu-Chien
2013-01-01
Augmented reality (AR) is an interactive system that allows users to interact with virtual objects and the real world at the same time. The purpose of this dissertation was to explore how AR, as a new visualization tool, that can demonstrate spatial relationships by representing three dimensional objects and animations, facilitates students to…
NASA Astrophysics Data System (ADS)
McFadden, D.; Tavakkoli, A.; Regenbrecht, J.; Wilson, B.
2017-12-01
Virtual Reality (VR) and Augmented Reality (AR) applications have recently seen an impressive growth, thanks to the advent of commercial Head Mounted Displays (HMDs). This new visualization era has opened the possibility of presenting researchers from multiple disciplines with data visualization techniques not possible via traditional 2D screens. In a purely VR environment researchers are presented with the visual data in a virtual environment, whereas in a purely AR application, a piece of virtual object is projected into the real world with which researchers could interact. There are several limitations to the purely VR or AR application when taken within the context of remote planetary exploration. For example, in a purely VR environment, contents of the planet surface (e.g. rocks, terrain, or other features) should be created off-line from a multitude of images using image processing techniques to generate 3D mesh data that will populate the virtual surface of the planet. This process usually takes a tremendous amount of computational resources and cannot be delivered in real-time. As an alternative, video frames may be superimposed on the virtual environment to save processing time. However, such rendered video frames will lack 3D visual information -i.e. depth information. In this paper, we present a technique to utilize a remotely situated robot's stereoscopic cameras to provide a live visual feed from the real world into the virtual environment in which planetary scientists are immersed. Moreover, the proposed technique will blend the virtual environment with the real world in such a way as to preserve both the depth and visual information from the real world while allowing for the sensation of immersion when the entire sequence is viewed via an HMD such as Oculus Rift. The figure shows the virtual environment with an overlay of the real-world stereoscopic video being presented in real-time into the virtual environment. Notice the preservation of the object's shape, shadows, and depth information. The distortions shown in the image are due to the rendering of the stereoscopic data into a 2D image for the purposes of taking screenshots.
Listeners' expectation of room acoustical parameters based on visual cues
NASA Astrophysics Data System (ADS)
Valente, Daniel L.
Despite many studies investigating auditory spatial impressions in rooms, few have addressed the impact of simultaneous visual cues on localization and the perception of spaciousness. The current research presents an immersive audio-visual study, in which participants are instructed to make spatial congruency and quantity judgments in dynamic cross-modal environments. The results of these psychophysical tests suggest the importance of consilient audio-visual presentation to the legibility of an auditory scene. Several studies have looked into audio-visual interaction in room perception in recent years, but these studies rely on static images, speech signals, or photographs alone to represent the visual scene. Building on these studies, the aim is to propose a testing method that uses monochromatic compositing (blue-screen technique) to position a studio recording of a musical performance in a number of virtual acoustical environments and ask subjects to assess these environments. In the first experiment of the study, video footage was taken from five rooms varying in physical size from a small studio to a small performance hall. Participants were asked to perceptually align two distinct acoustical parameters---early-to-late reverberant energy ratio and reverberation time---of two solo musical performances in five contrasting visual environments according to their expectations of how the room should sound given its visual appearance. In the second experiment in the study, video footage shot from four different listening positions within a general-purpose space was coupled with sounds derived from measured binaural impulse responses (IRs). The relationship between the presented image, sound, and virtual receiver position was examined. It was found that many visual cues caused different perceived events of the acoustic environment. This included the visual attributes of the space in which the performance was located as well as the visual attributes of the performer. The addressed visual makeup of the performer included: (1) an actual video of the performance, (2) a surrogate image of the performance, for example a loudspeaker's image reproducing the performance, (3) no visual image of the performance (empty room), or (4) a multi-source visual stimulus (actual video of the performance coupled with two images of loudspeakers positioned to the left and right of the performer). For this experiment, perceived auditory events of sound were measured in terms of two subjective spatial metrics: Listener Envelopment (LEV) and Apparent Source Width (ASW) These metrics were hypothesized to be dependent on the visual imagery of the presented performance. Data was also collected by participants matching direct and reverberant sound levels for the presented audio-visual scenes. In the final experiment, participants judged spatial expectations of an ensemble of musicians presented in the five physical spaces from Experiment 1. Supporting data was accumulated in two stages. First, participants were given an audio-visual matching test, in which they were instructed to align the auditory width of a performing ensemble to a varying set of audio and visual cues. In the second stage, a conjoint analysis design paradigm was explored to extrapolate the relative magnitude of explored audio-visual factors in affecting three assessed response criteria: Congruency (the perceived match-up of the auditory and visual cues in the assessed performance), ASW and LEV. Results show that both auditory and visual factors affect the collected responses, and that the two sensory modalities coincide in distinct interactions. This study reveals participant resiliency in the presence of forced auditory-visual mismatch: Participants are able to adjust the acoustic component of the cross-modal environment in a statistically similar way despite randomized starting values for the monitored parameters. Subjective results of the experiments are presented along with objective measurements for verification.
Parés, Narcís; Carreras, Anna; Durany, Jaume; Ferrer, Jaume; Freixa, Pere; Gómez, David; Kruglanski, Orit; Parés, Roc; Ribas, J Ignasi; Soler, Miquel; Sanjurjo, Alex
2006-04-01
On starting to think about interaction design for low-functioning persons in the autistic spectrum (PAS), especially children, one finds a number of questions that are difficult to answer: Can we typify the PAS user? Can we engage the user in interactive communication without generating frustrating or obsessive situations? What sort of visual stimuli can we provide? Will they prefer representational or abstract visual stimuli? Will they understand three-dimensional (3D) graphic representation? What sort of interfaces will they accept? Can we set ambitious goals such as education or therapy? Unfortunately, most of these questions have no answer yet. Hence, we decided to set an apparently simple goal: to design a "fun application," with no intention to reach the level of education or therapy. The goal was to be attained by giving the users a sense of agency--by providing first a sense of control in the interaction dialogue. Our approach to visual stimuli design has been based on the use of geometric, abstract, two-dimensional (2D), real-time computer graphics in a full-body, non-invasive, interactive space. The results obtained within the European-funded project MultiSensory Environment Design for an Interface between Autistic and Typical Expressiveness (MEDIATE) have been extremely encouraging.
Enhancements to VTK enabling Scientific Visualization in Immersive Environments
DOE Office of Scientific and Technical Information (OSTI.GOV)
O'Leary, Patrick; Jhaveri, Sankhesh; Chaudhary, Aashish
Modern scientific, engineering and medical computational sim- ulations, as well as experimental and observational data sens- ing/measuring devices, produce enormous amounts of data. While statistical analysis provides insight into this data, scientific vi- sualization is tactically important for scientific discovery, prod- uct design and data analysis. These benefits are impeded, how- ever, when scientific visualization algorithms are implemented from scratch—a time-consuming and redundant process in im- mersive application development. This process can greatly ben- efit from leveraging the state-of-the-art open-source Visualization Toolkit (VTK) and its community. Over the past two (almost three) decades, integrating VTK with a virtual reality (VR)more » environment has only been attempted to varying degrees of success. In this pa- per, we demonstrate two new approaches to simplify this amalga- mation of an immersive interface with visualization rendering from VTK. In addition, we cover several enhancements to VTK that pro- vide near real-time updates and efficient interaction. Finally, we demonstrate the combination of VTK with both Vrui and OpenVR immersive environments in example applications.« less
Cognitive processing in the primary visual cortex: from perception to memory.
Supèr, Hans
2002-01-01
The primary visual cortex is the first cortical area of the visual system that receives information from the external visual world. Based on the receptive field characteristics of the neurons in this area, it has been assumed that the primary visual cortex is a pure sensory area extracting basic elements of the visual scene. This information is then subsequently further processed upstream in the higher-order visual areas and provides us with perception and storage of the visual environment. However, recent findings show that such neural implementations are observed in the primary visual cortex. These neural correlates are expressed by the modulated activity of the late response of a neuron to a stimulus, and most likely depend on recurrent interactions between several areas of the visual system. This favors the concept of a distributed nature of visual processing in perceptual organization.
Simulation environment and graphical visualization environment: a COPD use-case.
Huertas-Migueláñez, Mercedes; Mora, Daniel; Cano, Isaac; Maier, Dieter; Gomez-Cabrero, David; Lluch-Ariet, Magí; Miralles, Felip
2014-11-28
Today, many different tools are developed to execute and visualize physiological models that represent the human physiology. Most of these tools run models written in very specific programming languages which in turn simplify the communication among models. Nevertheless, not all of these tools are able to run models written in different programming languages. In addition, interoperability between such models remains an unresolved issue. In this paper we present a simulation environment that allows, first, the execution of models developed in different programming languages and second the communication of parameters to interconnect these models. This simulation environment, developed within the Synergy-COPD project, aims at helping and supporting bio-researchers and medical students understand the internal mechanisms of the human body through the use of physiological models. This tool is composed of a graphical visualization environment, which is a web interface through which the user can interact with the models, and a simulation workflow management system composed of a control module and a data warehouse manager. The control module monitors the correct functioning of the whole system. The data warehouse manager is responsible for managing the stored information and supporting its flow among the different modules. It has been proved that the simulation environment presented here allows the user to research and study the internal mechanisms of the human physiology by the use of models via a graphical visualization environment. A new tool for bio-researchers is ready for deployment in various use cases scenarios.
Immersive virtual reality for visualization of abdominal CT
NASA Astrophysics Data System (ADS)
Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A.; Bodenheimer, Robert E.
2013-03-01
Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.
Immersive Virtual Reality for Visualization of Abdominal CT.
Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A; Bodenheimer, Robert E
2013-03-28
Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two-dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.
NASA Technical Reports Server (NTRS)
Senger, Steven O.
1998-01-01
Volumetric data sets have become common in medicine and many sciences through technologies such as computed x-ray tomography (CT), magnetic resonance (MR), positron emission tomography (PET), confocal microscopy and 3D ultrasound. When presented with 2D images humans immediately and unconsciously begin a visual analysis of the scene. The viewer surveys the scene identifying significant landmarks and building an internal mental model of presented information. The identification of features is strongly influenced by the viewers expectations based upon their expert knowledge of what the image should contain. While not a conscious activity, the viewer makes a series of choices about how to interpret the scene. These choices occur in parallel with viewing the scene and effectively change the way the viewer sees the image. It is this interaction of viewing and choice which is the basis of many familiar visual illusions. This is especially important in the interpretation of medical images where it is the expert knowledge of the radiologist which interprets the image. For 3D data sets this interaction of view and choice is frustrated because choices must precede the visualization of the data set. It is not possible to visualize the data set with out making some initial choices which determine how the volume of data is presented to the eye. These choices include, view point orientation, region identification, color and opacity assignments. Further compounding the problem is the fact that these visualization choices are defined in terms of computer graphics as opposed to language of the experts knowledge. The long term goal of this project is to develop an environment where the user can interact with volumetric data sets using tools which promote the utilization of expert knowledge by incorporating visualization and choice into a tight computational loop. The tools will support activities involving the segmentation of structures, construction of surface meshes and local filtering of the data set. To conform to this environment tools should have several key attributes. First, they should be only rely on computations over a local neighborhood of the probe position. Second, they should operate iteratively over time converging towards a limit behavior. Third, they should adapt to user input modifying they operational parameters with time.
Mixed Initiative Visual Analytics Using Task-Driven Recommendations
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cook, Kristin A.; Cramer, Nicholas O.; Israel, David
2015-12-07
Visual data analysis is composed of a collection of cognitive actions and tasks to decompose, internalize, and recombine data to produce knowledge and insight. Visual analytic tools provide interactive visual interfaces to data to support tasks involved in discovery and sensemaking, including forming hypotheses, asking questions, and evaluating and organizing evidence. Myriad analytic models can be incorporated into visual analytic systems, at the cost of increasing complexity in the analytic discourse between user and system. Techniques exist to increase the usability of interacting with such analytic models, such as inferring data models from user interactions to steer the underlying modelsmore » of the system via semantic interaction, shielding users from having to do so explicitly. Such approaches are often also referred to as mixed-initiative systems. Researchers studying the sensemaking process have called for development of tools that facilitate analytic sensemaking through a combination of human and automated activities. However, design guidelines do not exist for mixed-initiative visual analytic systems to support iterative sensemaking. In this paper, we present a candidate set of design guidelines and introduce the Active Data Environment (ADE) prototype, a spatial workspace supporting the analytic process via task recommendations invoked by inferences on user interactions within the workspace. ADE recommends data and relationships based on a task model, enabling users to co-reason with the system about their data in a single, spatial workspace. This paper provides an illustrative use case, a technical description of ADE, and a discussion of the strengths and limitations of the approach.« less
NASA Astrophysics Data System (ADS)
Thornton, Ronald
2010-10-01
Physics education research has shown that learning environments that engage students and allow them to take an active part in their learning can lead to large conceptual gains compared to traditional instruction. Examples of successful curricula and methods include Peer Instruction, Just in Time Teaching, RealTime Physics, Workshop Physics, Scale-Up, and Interactive Lecture Demonstrations (ILDs). An active learning environment is often difficult to achieve in lecture sessions. This presentation will demonstrate the use of sequences of Interactive Lecture Demonstrations (ILDs) that use real experiments often involving real-time data collection and display combined with student interaction to create an active learning environment in large or small lecture classes. Interactive lecture demonstrations will be done in the area of mechanics using real-time motion probes and the Visualizer. A video tape of students involved in interactive lecture demonstrations will be shown. The results of a number of research studies at various institutions (including international) to measure the effectiveness of ILDs and guided inquiry conceptual laboratories will be presented.
NASA Astrophysics Data System (ADS)
Hess, M. R.; Petrovic, V.; Kuester, F.
2017-08-01
Digital documentation of cultural heritage structures is increasingly more common through the application of different imaging techniques. Many works have focused on the application of laser scanning and photogrammetry techniques for the acquisition of threedimensional (3D) geometry detailing cultural heritage sites and structures. With an abundance of these 3D data assets, there must be a digital environment where these data can be visualized and analyzed. Presented here is a feedback driven visualization framework that seamlessly enables interactive exploration and manipulation of massive point cloud data. The focus of this work is on the classification of different building materials with the goal of building more accurate as-built information models of historical structures. User defined functions have been tested within the interactive point cloud visualization framework to evaluate automated and semi-automated classification of 3D point data. These functions include decisions based on observed color, laser intensity, normal vector or local surface geometry. Multiple case studies are presented here to demonstrate the flexibility and utility of the presented point cloud visualization framework to achieve classification objectives.
Vision Systems with the Human in the Loop
NASA Astrophysics Data System (ADS)
Bauckhage, Christian; Hanheide, Marc; Wrede, Sebastian; Käster, Thomas; Pfeiffer, Michael; Sagerer, Gerhard
2005-12-01
The emerging cognitive vision paradigm deals with vision systems that apply machine learning and automatic reasoning in order to learn from what they perceive. Cognitive vision systems can rate the relevance and consistency of newly acquired knowledge, they can adapt to their environment and thus will exhibit high robustness. This contribution presents vision systems that aim at flexibility and robustness. One is tailored for content-based image retrieval, the others are cognitive vision systems that constitute prototypes of visual active memories which evaluate, gather, and integrate contextual knowledge for visual analysis. All three systems are designed to interact with human users. After we will have discussed adaptive content-based image retrieval and object and action recognition in an office environment, the issue of assessing cognitive systems will be raised. Experiences from psychologically evaluated human-machine interactions will be reported and the promising potential of psychologically-based usability experiments will be stressed.
NASA Technical Reports Server (NTRS)
Walatka, Pamela P.; Clucas, Jean; McCabe, R. Kevin; Plessel, Todd; Potter, R.; Cooper, D. M. (Technical Monitor)
1994-01-01
The Flow Analysis Software Toolkit, FAST, is a software environment for visualizing data. FAST is a collection of separate programs (modules) that run simultaneously and allow the user to examine the results of numerical and experimental simulations. The user can load data files, perform calculations on the data, visualize the results of these calculations, construct scenes of 3D graphical objects, and plot, animate and record the scenes. Computational Fluid Dynamics (CFD) visualization is the primary intended use of FAST, but FAST can also assist in the analysis of other types of data. FAST combines the capabilities of such programs as PLOT3D, RIP, SURF, and GAS into one environment with modules that share data. Sharing data between modules eliminates the drudgery of transferring data between programs. All the modules in the FAST environment have a consistent, highly interactive graphical user interface. Most commands are entered by pointing and'clicking. The modular construction of FAST makes it flexible and extensible. The environment can be custom configured and new modules can be developed and added as needed. The following modules have been developed for FAST: VIEWER, FILE IO, CALCULATOR, SURFER, TOPOLOGY, PLOTTER, TITLER, TRACER, ARCGRAPH, GQ, SURFERU, SHOTET, and ISOLEVU. A utility is also included to make the inclusion of user defined modules in the FAST environment easy. The VIEWER module is the central control for the FAST environment. From VIEWER, the user can-change object attributes, interactively position objects in three-dimensional space, define and save scenes, create animations, spawn new FAST modules, add additional view windows, and save and execute command scripts. The FAST User Guide uses text and FAST MAPS (graphical representations of the entire user interface) to guide the user through the use of FAST. Chapters include: Maps, Overview, Tips, Getting Started Tutorial, a separate chapter for each module, file formats, and system administration.
Assessing GPS Constellation Resiliency in an Urban Canyon Environment
2015-03-26
Taipei, Taiwan as his area of interest. His GPS constellation is modeled in the Satellite Toolkit ( STK ) where augmentation satellites can be added and...interaction. SEAS also provides a visual display of the simulation which is useful for verification and debugging portions of the analysis. Furthermore...entire system. Interpreting the model is aided by the visual display of the agents moving in the region of inter- est. Furthermore, SEAS collects
The ALIVE Project: Astronomy Learning in Immersive Virtual Environments
NASA Astrophysics Data System (ADS)
Yu, K. C.; Sahami, K.; Denn, G.
2008-06-01
The Astronomy Learning in Immersive Virtual Environments (ALIVE) project seeks to discover learning modes and optimal teaching strategies using immersive virtual environments (VEs). VEs are computer-generated, three-dimensional environments that can be navigated to provide multiple perspectives. Immersive VEs provide the additional benefit of surrounding a viewer with the simulated reality. ALIVE evaluates the incorporation of an interactive, real-time ``virtual universe'' into formal college astronomy education. In the experiment, pre-course, post-course, and curriculum tests will be used to determine the efficacy of immersive visualizations presented in a digital planetarium versus the same visual simulations in the non-immersive setting of a normal classroom, as well as a control case using traditional classroom multimedia. To normalize for inter-instructor variability, each ALIVE instructor will teach at least one of each class in each of the three test groups.
Maere, Steven; Heymans, Karel; Kuiper, Martin
2005-08-15
The Biological Networks Gene Ontology tool (BiNGO) is an open-source Java tool to determine which Gene Ontology (GO) terms are significantly overrepresented in a set of genes. BiNGO can be used either on a list of genes, pasted as text, or interactively on subgraphs of biological networks visualized in Cytoscape. BiNGO maps the predominant functional themes of the tested gene set on the GO hierarchy, and takes advantage of Cytoscape's versatile visualization environment to produce an intuitive and customizable visual representation of the results.
How much a galaxy knows about its large-scale environment?: An information theoretic perspective
NASA Astrophysics Data System (ADS)
Pandey, Biswajit; Sarkar, Suman
2017-05-01
The small-scale environment characterized by the local density is known to play a crucial role in deciding the galaxy properties but the role of large-scale environment on galaxy formation and evolution still remain a less clear issue. We propose an information theoretic framework to investigate the influence of large-scale environment on galaxy properties and apply it to the data from the Galaxy Zoo project that provides the visual morphological classifications of ˜1 million galaxies from the Sloan Digital Sky Survey. We find a non-zero mutual information between morphology and environment that decreases with increasing length-scales but persists throughout the entire length-scales probed. We estimate the conditional mutual information and the interaction information between morphology and environment by conditioning the environment on different length-scales and find a synergic interaction between them that operates up to at least a length-scales of ˜30 h-1 Mpc. Our analysis indicates that these interactions largely arise due to the mutual information shared between the environments on different length-scales.
ERIC Educational Resources Information Center
Graf, Klaus-D.
We have established an environment for German-Japanese school education projects using real time interactive audio-visual distance learning between remote classrooms. In periods of 8-12 weeks, two classes are dealing with the same subject matter, exchanging materials and results via e-mail and Internet. At 3 or 4 occasions the classes met on…
Machado, Tania Diniz; Dalle Molle, Roberta; Reis, Roberta Sena; Rodrigues, Danitsa Marcos; Mucellini, Amanda Brondani; Minuzzi, Luciano; Franco, Alexandre Rosa; Buchweitz, Augusto; Toazza, Rudineia; Ergang, Bárbara Cristina; Cunha, Ana Carla de Araújo; Salum, Giovanni Abrahão; Manfro, Gisele Gus; Silveira, Patrícia Pelufo
2016-05-01
Studies in rodents have shown that early life trauma leads to anxiety, increased stress responses to threatening situations, and modifies food intake in a new environment. However, these associations are still to be tested in humans. This study aimed to verify complex interactions among anxiety diagnosis, maternal care, and baseline cortisol on food intake in a new environment in humans. A community sample of 32 adolescents and young adults was evaluated for: psychiatric diagnosis using standardized interviews, maternal care using the Parental Bonding Inventory (PBI), caloric consumption in a new environment (meal choice at a snack bar), and salivary cortisol. They also performed a brain fMRI task including the visualization of palatable foods vs. neutral items. The study found a three-way interaction between anxiety diagnosis, maternal care, and baseline cortisol levels on the total calories consumed (snacks) in a new environment. This interaction means that for those with high maternal care, there were no significant associations between cortisol levels and food intake in a new environment. However, for those with low maternal care and who have an anxiety disorder (affected), cortisol was associated with higher food intake; whereas for those with low maternal care and who did not have an anxiety disorder (resilient), cortisol was negatively associated with lower food intake. In addition, higher anxiety symptoms were associated with decreased activation in the superior and middle frontal gyrus when visualizing palatable vs. neutral items in those reporting high maternal care. These results in humans mimic experimental research findings and demonstrate that a combination of anxiety diagnosis and maternal care moderate the relationship between the HPA axis functioning, anxiety, and feeding behavior in adolescents and young adults.
Gene-environment interaction on neural mechanisms of orthographic processing in Chinese children
Su, Mengmeng; Wang, Jiuju; Maurer, Urs; Zhang, Yuping; Li, Jun; McBride-Chang, Catherine; Tardif, Twila; Liu, Youyi; Shu, Hua
2015-01-01
The ability to process and identify visual words requires efficient orthographic processing of print, consisting of letters in alphabetic languages or characters in Chinese. The N170 is a robust neural marker for orthographic processes. Both genetic and environmental factors, such as home literacy, have been shown to influence orthographic processing at the behavioral level, but their relative contributions and interactions are not well understood. The present study aimed to reveal possible gene-by-environment interactions on orthographic processing at the behavioral and neural level in a normal children sample. Sixty 12 year old Chinese children from a 10-year longitudinal sample underwent an implicit visual-word color decision task on real words and stroke combinations. The ERP analysis focused on the increase of the occipito-temporal N170 to words compared to stroke combinations. The genetic analysis focused on two SNPs (rs1419228, rs1091047) in the gene DCDC2 based on previous findings linking these 2 SNPs to orthographic coding. Home literacy was measured previously as the number of children's books at home, when the children were at the age of 3. Relative to stroke combinations, real words evoked greater N170 in bilateral posterior brain regions. A significant interaction between rs1091047 and home literacy was observed on the changes of N170 comparing real words to stroke combinations in the left hemisphere. Particularly, children carrying the major allele “G” showed a similar N170 effect irrespective of their environment, while children carrying the minor allele “C” showed a smaller N170 effect in low home-literacy environment than those in good environment. PMID:26294811
LONI visualization environment.
Dinov, Ivo D; Valentino, Daniel; Shin, Bae Cheol; Konstantinidis, Fotios; Hu, Guogang; MacKenzie-Graham, Allan; Lee, Erh-Fang; Shattuck, David; Ma, Jeff; Schwartz, Craig; Toga, Arthur W
2006-06-01
Over the past decade, the use of informatics to solve complex neuroscientific problems has increased dramatically. Many of these research endeavors involve examining large amounts of imaging, behavioral, genetic, neurobiological, and neuropsychiatric data. Superimposing, processing, visualizing, or interpreting such a complex cohort of datasets frequently becomes a challenge. We developed a new software environment that allows investigators to integrate multimodal imaging data, hierarchical brain ontology systems, on-line genetic and phylogenic databases, and 3D virtual data reconstruction models. The Laboratory of Neuro Imaging visualization environment (LONI Viz) consists of the following components: a sectional viewer for imaging data, an interactive 3D display for surface and volume rendering of imaging data, a brain ontology viewer, and an external database query system. The synchronization of all components according to stereotaxic coordinates, region name, hierarchical ontology, and genetic labels is achieved via a comprehensive BrainMapper functionality, which directly maps between position, structure name, database, and functional connectivity information. This environment is freely available, portable, and extensible, and may prove very useful for neurobiologists, neurogenetisists, brain mappers, and for other clinical, pedagogical, and research endeavors.
Audio-Visual Situational Awareness for General Aviation Pilots
NASA Technical Reports Server (NTRS)
Spirkovska, Lilly; Lodha, Suresh K.; Clancy, Daniel (Technical Monitor)
2001-01-01
Weather is one of the major causes of general aviation accidents. Researchers are addressing this problem from various perspectives including improving meteorological forecasting techniques, collecting additional weather data automatically via on-board sensors and "flight" modems, and improving weather data dissemination and presentation. We approach the problem from the improved presentation perspective and propose weather visualization and interaction methods tailored for general aviation pilots. Our system, Aviation Weather Data Visualization Environment (AWE), utilizes information visualization techniques, a direct manipulation graphical interface, and a speech-based interface to improve a pilot's situational awareness of relevant weather data. The system design is based on a user study and feedback from pilots.
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.
Collaborative volume visualization with applications to underwater acoustic signal processing
NASA Astrophysics Data System (ADS)
Jarvis, Susan; Shane, Richard T.
2000-08-01
Distributed collaborative visualization systems represent a technology whose time has come. Researchers at the Fraunhofer Center for Research in Computer Graphics have been working in the areas of collaborative environments and high-end visualization systems for several years. The medical application. TeleInVivo, is an example of a system which marries visualization and collaboration. With TeleInvivo, users can exchange and collaboratively interact with volumetric data sets in geographically distributed locations. Since examination of many physical phenomena produce data that are naturally volumetric, the visualization frameworks used by TeleInVivo have been extended for non-medical applications. The system can now be made compatible with almost any dataset that can be expressed in terms of magnitudes within a 3D grid. Coupled with advances in telecommunications, telecollaborative visualization is now possible virtually anywhere. Expert data quality assurance and analysis can occur remotely and interactively without having to send all the experts into the field. Building upon this point-to-point concept of collaborative visualization, one can envision a larger pooling of resources to form a large overview of a region of interest from contributions of numerous distributed members.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Lee, Ronald W.; Collins, Benjamin S.; Godfrey, Andrew T.
2016-12-09
In order to support engineering analysis of Virtual Environment for Reactor Analysis (VERA) model results, the Consortium for Advanced Simulation of Light Water Reactors (CASL) needs a tool that provides visualizations of HDF5 files that adhere to the VERAOUT specification. VERAView provides an interactive graphical interface for the visualization and engineering analyses of output data from VERA. The Python-based software provides instantaneous 2D and 3D images, 1D plots, and alphanumeric data from VERA multi-physics simulations.
Scientific Visualization Tools for Enhancement of Undergraduate Research
NASA Astrophysics Data System (ADS)
Rodriguez, W. J.; Chaudhury, S. R.
2001-05-01
Undergraduate research projects that utilize remote sensing satellite instrument data to investigate atmospheric phenomena pose many challenges. A significant challenge is processing large amounts of multi-dimensional data. Remote sensing data initially requires mining; filtering of undesirable spectral, instrumental, or environmental features; and subsequently sorting and reformatting to files for easy and quick access. The data must then be transformed according to the needs of the investigation(s) and displayed for interpretation. These multidimensional datasets require views that can range from two-dimensional plots to multivariable-multidimensional scientific visualizations with animations. Science undergraduate students generally find these data processing tasks daunting. Generally, researchers are required to fully understand the intricacies of the dataset and write computer programs or rely on commercially available software, which may not be trivial to use. In the time that undergraduate researchers have available for their research projects, learning the data formats, programming languages, and/or visualization packages is impractical. When dealing with large multi-dimensional data sets appropriate Scientific Visualization tools are imperative in allowing students to have a meaningful and pleasant research experience, while producing valuable scientific research results. The BEST Lab at Norfolk State University has been creating tools for multivariable-multidimensional analysis of Earth Science data. EzSAGE and SAGE4D have been developed to sort, analyze and visualize SAGE II (Stratospheric Aerosol and Gas Experiment) data with ease. Three- and four-dimensional visualizations in interactive environments can be produced. EzSAGE provides atmospheric slices in three-dimensions where the researcher can change the scales in the three-dimensions, color tables and degree of smoothing interactively to focus on particular phenomena. SAGE4D provides a navigable four-dimensional interactive environment. These tools allow students to make higher order decisions based on large multidimensional sets of data while diminishing the level of frustration that results from dealing with the details of processing large data sets.
LiveView3D: Real Time Data Visualization for the Aerospace Testing Environment
NASA Technical Reports Server (NTRS)
Schwartz, Richard J.; Fleming, Gary A.
2006-01-01
This paper addresses LiveView3D, a software package and associated data visualization system for use in the aerospace testing environment. The LiveView3D system allows researchers to graphically view data from numerous wind tunnel instruments in real time in an interactive virtual environment. The graphical nature of the LiveView3D display provides researchers with an intuitive view of the measurement data, making it easier to interpret the aerodynamic phenomenon under investigation. LiveView3D has been developed at the NASA Langley Research Center and has been applied in the Langley Unitary Plan Wind Tunnel (UPWT). This paper discusses the capabilities of the LiveView3D system, provides example results from its application in the UPWT, and outlines features planned for future implementation.
Enhancing AFLOW Visualization using Jmol
NASA Astrophysics Data System (ADS)
Lanasa, Jacob; New, Elizabeth; Stefek, Patrik; Honaker, Brigette; Hanson, Robert; Aflow Collaboration
The AFLOW library is a database of theoretical solid-state structures and calculated properties created using high-throughput ab initio calculations. Jmol is a Java-based program capable of visualizing and analyzing complex molecular structures and energy landscapes. In collaboration with the AFLOW consortium, our goal is the enhancement of the AFLOWLIB database through the extension of Jmol's capabilities in the area of materials science. Modifications made to Jmol include the ability to read and visualize AFLOW binary alloy data files, the ability to extract from these files information using Jmol scripting macros that can be utilized in the creation of interactive web-based convex hull graphs, the capability to identify and classify local atomic environments by symmetry, and the ability to search one or more related crystal structures for atomic environments using a novel extension of inorganic polyhedron-based SMILES strings
Coupled auralization and virtual video for immersive multimedia displays
NASA Astrophysics Data System (ADS)
Henderson, Paul D.; Torres, Rendell R.; Shimizu, Yasushi; Radke, Richard; Lonsway, Brian
2003-04-01
The implementation of maximally-immersive interactive multimedia in exhibit spaces requires not only the presentation of realistic visual imagery but also the creation of a perceptually accurate aural experience. While conventional implementations treat audio and video problems as essentially independent, this research seeks to couple the visual sensory information with dynamic auralization in order to enhance perceptual accuracy. An implemented system has been developed for integrating accurate auralizations with virtual video techniques for both interactive presentation and multi-way communication. The current system utilizes a multi-channel loudspeaker array and real-time signal processing techniques for synthesizing the direct sound, early reflections, and reverberant field excited by a moving sound source whose path may be interactively defined in real-time or derived from coupled video tracking data. In this implementation, any virtual acoustic environment may be synthesized and presented in a perceptually-accurate fashion to many participants over a large listening and viewing area. Subject tests support the hypothesis that the cross-modal coupling of aural and visual displays significantly affects perceptual localization accuracy.
Virtual reality hardware for use in interactive 3D data fusion and visualization
NASA Astrophysics Data System (ADS)
Gourley, Christopher S.; Abidi, Mongi A.
1997-09-01
Virtual reality has become a tool for use in many areas of research. We have designed and built a VR system for use in range data fusion and visualization. One major VR tool is the CAVE. This is the ultimate visualization tool, but comes with a large price tag. Our design uses a unique CAVE whose graphics are powered by a desktop computer instead of a larger rack machine making it much less costly. The system consists of a screen eight feet tall by twenty-seven feet wide giving a variable field-of-view currently set at 160 degrees. A silicon graphics Indigo2 MaxImpact with the impact channel option is used for display. This gives the capability to drive three projectors at a resolution of 640 by 480 for use in displaying the virtual environment and one 640 by 480 display for a user control interface. This machine is also the first desktop package which has built-in hardware texture mapping. This feature allows us to quickly fuse the range and intensity data and other multi-sensory data. The final goal is a complete 3D texture mapped model of the environment. A dataglove, magnetic tracker, and spaceball are to be used for manipulation of the data and navigation through the virtual environment. This system gives several users the ability to interactively create 3D models from multiple range images.
From Vesalius to virtual reality: How embodied cognition facilitates the visualization of anatomy
NASA Astrophysics Data System (ADS)
Jang, Susan
This study examines the facilitative effects of embodiment of a complex internal anatomical structure through three-dimensional ("3-D") interactivity in a virtual reality ("VR") program. Since Shepard and Metzler's influential 1971 study, it has been known that 3-D objects (e.g., multiple-armed cube or external body parts) are visually and motorically embodied in our minds. For example, people take longer to rotate mentally an image of their hand not only when there is a greater degree of rotation, but also when the images are presented in a manner incompatible with their natural body movement (Parsons, 1987a, 1994; Cooper & Shepard, 1975; Sekiyama, 1983). Such findings confirm the notion that our mental images and rotations of those images are in fact confined by the laws of physics and biomechanics, because we perceive, think and reason in an embodied fashion. With the advancement of new technologies, virtual reality programs for medical education now enable users to interact directly in a 3-D environment with internal anatomical structures. Given that such structures are not readily viewable to users and thus not previously susceptible to embodiment, coupled with the VR environment also affording all possible degrees of rotation, how people learn from these programs raises new questions. If we embody external anatomical parts we can see, such as our hands and feet, can we embody internal anatomical parts we cannot see? Does manipulating the anatomical part in virtual space facilitate the user's embodiment of that structure and therefore the ability to visualize the structure mentally? Medical students grouped in yoked-pairs were tasked with mastering the spatial configuration of an internal anatomical structure; only one group was allowed to manipulate the images of this anatomical structure in a 3-D VR environment, whereas the other group could only view the manipulation. The manipulation group outperformed the visual group, suggesting that the interactivity that took place among the manipulation group promoted visual and motoric embodiment, which in turn enhanced learning. Moreover, when accounting for spatial ability, it was found that manipulation benefits students with low spatial ability more than students with high spatial ability.
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.
Data Visualization Using Immersive Virtual Reality Tools
NASA Astrophysics Data System (ADS)
Cioc, Alexandru; Djorgovski, S. G.; Donalek, C.; Lawler, E.; Sauer, F.; Longo, G.
2013-01-01
The growing complexity of scientific data poses serious challenges for an effective visualization. Data sets, e.g., catalogs of objects detected in sky surveys, can have a very high dimensionality, ~ 100 - 1000. Visualizing such hyper-dimensional data parameter spaces is essentially impossible, but there are ways of visualizing up to ~ 10 dimensions in a pseudo-3D display. We have been experimenting with the emerging technologies of immersive virtual reality (VR) as a platform for a scientific, interactive, collaborative data visualization. Our initial experiments used the virtual world of Second Life, and more recently VR worlds based on its open source code, OpenSimulator. There we can visualize up to ~ 100,000 data points in ~ 7 - 8 dimensions (3 spatial and others encoded as shapes, colors, sizes, etc.), in an immersive virtual space where scientists can interact with their data and with each other. We are now developing a more scalable visualization environment using the popular (practically an emerging standard) Unity 3D Game Engine, coded using C#, JavaScript, and the Unity Scripting Language. This visualization tool can be used through a standard web browser, or a standalone browser of its own. Rather than merely plotting data points, the application creates interactive three-dimensional objects of various shapes, colors, and sizes, and of course the XYZ positions, encoding various dimensions of the parameter space, that can be associated interactively. Multiple users can navigate through this data space simultaneously, either with their own, independent vantage points, or with a shared view. At this stage ~ 100,000 data points can be easily visualized within seconds on a simple laptop. The displayed data points can contain linked information; e.g., upon a clicking on a data point, a webpage with additional information can be rendered within the 3D world. A range of functionalities has been already deployed, and more are being added. We expect to make this visualization tool freely available to the academic community within a few months, on an experimental (beta testing) basis.
NASA Astrophysics Data System (ADS)
Meyerhoff, Steven B.
Groundwater and surface water historically have been treated as different entities. Due to this, planning and development of groundwater and surface water resources, both quantity and quality are often also treated separately. Recently, there has been work to characterize groundwater and surface water as a single system. Karstic systems are widely influenced by these interactions due to varying permeability, fracture geometry and porosity. Here, three different approaches are used to characterize groundwater surface water interactions in karstic environments. 1) A hydrologic model, ParFlow, is conditioned with known subsurface data to determine whether a reduction in subsurface uncertainty will enhance the prediction of surface water variables. A reduction in subsurface uncertainty resulted in substantial reductions in uncertainty in Hortonian runoff and less reductions in Dunne runoff. 2) Geophysical data is collected at a field site in O'leno State Park, Florida to visualize groundwater and surface water interactions in karstic environments. Significant changes in resistivity are seen through time at two locations. It is hypothesized that these changes are related to changing fluid source waters (e.g groundwater or surface water). 3). To confirm these observations an ensemble of synthetic forward models are simulated, inverted and compared directly with field observations and End-Member-Mixing-Analysis (EMMA). Field observations and synthetic models have comparable resistivity anomalies patterns and mixing fractions. This allows us to characterize and quantify subsurface mixing of groundwater and surface in karst environments. These three approaches (hydrologic models, field data and forward model experiments), (1) show the complexity and dynamics of groundwater and surface mixing in karstic environments in varying flow conditions, (2) showcase a novel geophysical technique to visualize groundwater and surface water interactions and (3) confirm hypothesis of flow and mixing in subsurface karst environments.
Dakota Graphical User Interface v. 1.0
DOE Office of Scientific and Technical Information (OSTI.GOV)
Friedman-Hill, Ernest; Glickman, Matthew; Gibson, Marcus
Graphical analysis environment for Sandia’s Dakota software for optimization and uncertainty quantification. The Dakota GUI is an interactive graphical analysis environment for creating, running, and interpreting Dakota optimization and uncertainty quantification studies. It includes problem (Dakota study) set-up, option specification, simulation interfacing, analysis execution, and results visualization. Through the use of wizards, templates, and views, Dakota GUI helps uses navigate Dakota’s complex capability landscape.
Exceptional preservation of eye structure in arthropod visual predators from the Middle Jurassic
Vannier, Jean; Schoenemann, Brigitte; Gillot, Thomas; Charbonnier, Sylvain; Clarkson, Euan
2016-01-01
Vision has revolutionized the way animals explore their environment and interact with each other and rapidly became a major driving force in animal evolution. However, direct evidence of how ancient animals could perceive their environment is extremely difficult to obtain because internal eye structures are almost never fossilized. Here, we reconstruct with unprecedented resolution the three-dimensional structure of the huge compound eye of a 160-million-year-old thylacocephalan arthropod from the La Voulte exceptional fossil biota in SE France. This arthropod had about 18,000 lenses on each eye, which is a record among extinct and extant arthropods and is surpassed only by modern dragonflies. Combined information about its eyes, internal organs and gut contents obtained by X-ray microtomography lead to the conclusion that this thylacocephalan arthropod was a visual hunter probably adapted to illuminated environments, thus contradicting the hypothesis that La Voulte was a deep-water environment. PMID:26785293
Exceptional preservation of eye structure in arthropod visual predators from the Middle Jurassic.
Vannier, Jean; Schoenemann, Brigitte; Gillot, Thomas; Charbonnier, Sylvain; Clarkson, Euan
2016-01-19
Vision has revolutionized the way animals explore their environment and interact with each other and rapidly became a major driving force in animal evolution. However, direct evidence of how ancient animals could perceive their environment is extremely difficult to obtain because internal eye structures are almost never fossilized. Here, we reconstruct with unprecedented resolution the three-dimensional structure of the huge compound eye of a 160-million-year-old thylacocephalan arthropod from the La Voulte exceptional fossil biota in SE France. This arthropod had about 18,000 lenses on each eye, which is a record among extinct and extant arthropods and is surpassed only by modern dragonflies. Combined information about its eyes, internal organs and gut contents obtained by X-ray microtomography lead to the conclusion that this thylacocephalan arthropod was a visual hunter probably adapted to illuminated environments, thus contradicting the hypothesis that La Voulte was a deep-water environment.
Streaming Visual Analytics Workshop Report
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cook, Kristin A.; Burtner, Edwin R.; Kritzstein, Brian P.
How can we best enable users to understand complex emerging events and make appropriate assessments from streaming data? This was the central question addressed at a three-day workshop on streaming visual analytics. This workshop was organized by Pacific Northwest National Laboratory for a government sponsor. It brought together forty researchers and subject matter experts from government, industry, and academia. This report summarizes the outcomes from that workshop. It describes elements of the vision for a streaming visual analytic environment and set of important research directions needed to achieve this vision. Streaming data analysis is in many ways the analysis andmore » understanding of change. However, current visual analytics systems usually focus on static data collections, meaning that dynamically changing conditions are not appropriately addressed. The envisioned mixed-initiative streaming visual analytics environment creates a collaboration between the analyst and the system to support the analysis process. It raises the level of discourse from low-level data records to higher-level concepts. The system supports the analyst’s rapid orientation and reorientation as situations change. It provides an environment to support the analyst’s critical thinking. It infers tasks and interests based on the analyst’s interactions. The system works as both an assistant and a devil’s advocate, finding relevant data and alerts as well as considering alternative hypotheses. Finally, the system supports sharing of findings with others. Making such an environment a reality requires research in several areas. The workshop discussions focused on four broad areas: support for critical thinking, visual representation of change, mixed-initiative analysis, and the use of narratives for analysis and communication.« less
Executive and Perceptual Distraction in Visual Working Memory
2017-01-01
The contents of visual working memory are likely to reflect the influence of both executive control resources and information present in the environment. We investigated whether executive attention is critical in the ability to exclude unwanted stimuli by introducing concurrent potentially distracting irrelevant items to a visual working memory paradigm, and manipulating executive load using simple or more demanding secondary verbal tasks. Across 7 experiments varying in presentation format, timing, stimulus set, and distractor number, we observed clear disruptive effects of executive load and visual distraction, but relatively minimal evidence supporting an interactive relationship between these factors. These findings are in line with recent evidence using delay-based interference, and suggest that different forms of attentional selection operate relatively independently in visual working memory. PMID:28414499
Viewpoint Dependent Imaging: An Interactive Stereoscopic Display
NASA Astrophysics Data System (ADS)
Fisher, Scott
1983-04-01
Design and implementation of a viewpoint Dependent imaging system is described. The resultant display is an interactive, lifesize, stereoscopic image. that becomes a window into a three dimensional visual environment. As the user physically changes his viewpoint of the represented data in relation to the display surface, the image is continuously updated. The changing viewpoints are retrieved from a comprehensive, stereoscopic image array stored on computer controlled, optical videodisc and fluidly presented. in coordination with the viewer's, movements as detected by a body-tracking device. This imaging system is an attempt to more closely represent an observers interactive perceptual experience of the visual world by presenting sensory information cues not offered by traditional media technologies: binocular parallax, motion parallax, and motion perspective. Unlike holographic imaging, this display requires, relatively low bandwidth.
AWE: Aviation Weather Data Visualization Environment
NASA Technical Reports Server (NTRS)
Spirkovska, Lilly; Lodha, Suresh K.; Norvig, Peter (Technical Monitor)
2000-01-01
Weather is one of the major causes of aviation accidents. General aviation (GA) flights account for 92% of all the aviation accidents, In spite of all the official and unofficial sources of weather visualization tools available to pilots, there is an urgent need for visualizing several weather related data tailored for general aviation pilots. Our system, Aviation Weather Data Visualization Environment AWE), presents graphical displays of meteorological observations, terminal area forecasts, and winds aloft forecasts onto a cartographic grid specific to the pilot's area of interest. Decisions regarding the graphical display and design are made based on careful consideration of user needs. Integral visual display of these elements of weather reports is designed for the use of GA pilots as a weather briefing and route selection tool. AWE provides linking of the weather information to the flight's path and schedule. The pilot can interact with the system to obtain aviation-specific weather for the entire area or for his specific route to explore what-if scenarios and make "go/no-go" decisions. The system, as evaluated by some pilots at NASA Ames Research Center, was found to be useful.
PBEQ-Solver for online visualization of electrostatic potential of biomolecules.
Jo, Sunhwan; Vargyas, Miklos; Vasko-Szedlar, Judit; Roux, Benoît; Im, Wonpil
2008-07-01
PBEQ-Solver provides a web-based graphical user interface to read biomolecular structures, solve the Poisson-Boltzmann (PB) equations and interactively visualize the electrostatic potential. PBEQ-Solver calculates (i) electrostatic potential and solvation free energy, (ii) protein-protein (DNA or RNA) electrostatic interaction energy and (iii) pKa of a selected titratable residue. All the calculations can be performed in both aqueous solvent and membrane environments (with a cylindrical pore in the case of membrane). PBEQ-Solver uses the PBEQ module in the biomolecular simulation program CHARMM to solve the finite-difference PB equation of molecules specified by users. Users can interactively inspect the calculated electrostatic potential on the solvent-accessible surface as well as iso-electrostatic potential contours using a novel online visualization tool based on MarvinSpace molecular visualization software, a Java applet integrated within CHARMM-GUI (http://www.charmm-gui.org). To reduce the computational time on the server, and to increase the efficiency in visualization, all the PB calculations are performed with coarse grid spacing (1.5 A before and 1 A after focusing). PBEQ-Solver suggests various physical parameters for PB calculations and users can modify them if necessary. PBEQ-Solver is available at http://www.charmm-gui.org/input/pbeqsolver.
Compensatory shifts in visual perception are associated with hallucinations in Lewy body disorders.
Bowman, Alan Robert; Bruce, Vicki; Colbourn, Christopher J; Collerton, Daniel
2017-01-01
Visual hallucinations are a common, distressing, and disabling symptom of Lewy body and other diseases. Current models suggest that interactions in internal cognitive processes generate hallucinations. However, these neglect external factors. Pareidolic illusions are an experimental analogue of hallucinations. They are easily induced in Lewy body disease, have similar content to spontaneous hallucinations, and respond to cholinesterase inhibitors in the same way. We used a primed pareidolia task with hallucinating participants with Lewy body disorders (n = 16), non-hallucinating participants with Lewy body disorders (n = 19), and healthy controls (n = 20). Participants were presented with visual "noise" that sometimes contained degraded visual objects and were required to indicate what they saw. Some perceptions were cued in advance by a visual prime. Results showed that hallucinating participants were impaired in discerning visual signals from noise, with a relaxed criterion threshold for perception compared to both other groups. After the presentation of a visual prime, the criterion was comparable to the other groups. The results suggest that participants with hallucinations compensate for perceptual deficits by relaxing perceptual criteria, at a cost of seeing things that are not there, and that visual cues regularize perception. This latter finding may provide a mechanism for understanding the interaction between environments and hallucinations.
Transportable Applications Environment (TAE) Tenth Users' Conference
NASA Technical Reports Server (NTRS)
Rouff, Chris (Editor); Harris, Elfrieda (Editor); Yeager, Arleen (Editor)
1993-01-01
Conference proceedings are represented in graphic visual-aid form. Presentation and panel discussion topics include user experiences with C++ and Ada; the design and interaction of the user interface; the history and goals of TAE; commercialization and testing of TAE Plus; Computer-Human Interaction Models (CHIMES); data driven objects; item-to-item connections and object dependencies; and integration with other software. There follows a list of conference attendees.
Overview of EVE - the event visualization environment of ROOT
NASA Astrophysics Data System (ADS)
Tadel, Matevž
2010-04-01
EVE is a high-level visualization library using ROOT's data-processing, GUI and OpenGL interfaces. It is designed as a framework for object management offering hierarchical data organization, object interaction and visualization via GUI and OpenGL representations. Automatic creation of 2D projected views is also supported. On the other hand, it can serve as an event visualization toolkit satisfying most HEP requirements: visualization of geometry, simulated and reconstructed data such as hits, clusters, tracks and calorimeter information. Special classes are available for visualization of raw-data. Object-interaction layer allows for easy selection and highlighting of objects and their derived representations (projections) across several views (3D, Rho-Z, R-Phi). Object-specific tooltips are provided in both GUI and GL views. The visual-configuration layer of EVE is built around a data-base of template objects that can be applied to specific instances of visualization objects to ensure consistent object presentation. The data-base can be retrieved from a file, edited during the framework operation and stored to file. EVE prototype was developed within the ALICE collaboration and has been included into ROOT in December 2007. Since then all EVE components have reached maturity. EVE is used as the base of AliEve visualization framework in ALICE, Firework physics-oriented event-display in CMS, and as the visualization engine of FairRoot in FAIR.
Research on Intelligent Synthesis Environments
NASA Technical Reports Server (NTRS)
Noor, Ahmed K.; Lobeck, William E.
2002-01-01
Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.
Research on Intelligent Synthesis Environments
NASA Astrophysics Data System (ADS)
Noor, Ahmed K.; Loftin, R. Bowen
2002-12-01
Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.
Anemonefishes rely on visual and chemical cues to correctly identify conspecifics
NASA Astrophysics Data System (ADS)
Johnston, Nicole K.; Dixson, Danielle L.
2017-09-01
Organisms rely on sensory cues to interpret their environment and make important life-history decisions. Accurate recognition is of particular importance in diverse reef environments. Most evidence on the use of sensory cues focuses on those used in predator avoidance or habitat recognition, with little information on their role in conspecific recognition. Yet conspecific recognition is essential for life-history decisions including settlement, mate choice, and dominance interactions. Using a sensory manipulated tank and a two-chamber choice flume, anemonefish conspecific response was measured in the presence and absence of chemical and/or visual cues. Experiments were then repeated in the presence or absence of two heterospecific species to evaluate whether a heterospecific fish altered the conspecific response. Anemonefishes responded to both the visual and chemical cues of conspecifics, but relied on the combination of the two cues to recognize conspecifics inside the sensory manipulated tank. These results contrast previous studies focusing on predator detection where anemonefishes were found to compensate for the loss of one sensory cue (chemical) by utilizing a second cue (visual). This lack of sensory compensation may impact the ability of anemonefishes to acclimate to changing reef environments in the future.
Parizanganeh, Abdolhossein; Lakhan, V Chris; Yazdani, Mahmoud; Ahmad, Sajid R
2011-10-01
Loglinear modelling techniques were used to identify the interactions and interrelationships underlying categorical environmental concern data collected from 9062 respondents in Iran. After fitting various loglinear models to the data, the most parsimonious model highlighted that a combination of interacting factors, namely educational attainment, age, gender, and residential location were responsible for influencing personal concern for the environment. Although high educational attainment had a close correspondence with high concern for the environment the loglinear results, when visualized with a geographical information system, demonstrated wide spatial variations in educational attainment and concern for the environment. Nearly two-thirds of the respondents were not highly educated, and were therefore not highly concerned for the environment. The finding that both rural and urban male and female respondents in the 15-24 years age category, with 10-12 years of education, had the strongest interaction with personal concern for the environment could be beneficial for policy planners to utilize education as the primary instrument to enhance environmental governance and prospects for sustainable development. Copyright © 2011 Elsevier Ltd. All rights reserved.
2018-04-24
Environment (CAVE). The report also details NRL’s work in extending AWIPS II EDEX to ingest and decode a Navy movement report instructions (MOVREP...phase of this work involved obtaining a copy of the AWIPS II client, the Common Access Visualization Environment (CAVE) as well as a copy of the server...assess the development environment of CAVE for supporting a Navy specific application. In consultation with FWC-San Diego we chose to work with
Simulation environment and graphical visualization environment: a COPD use-case
2014-01-01
Background Today, many different tools are developed to execute and visualize physiological models that represent the human physiology. Most of these tools run models written in very specific programming languages which in turn simplify the communication among models. Nevertheless, not all of these tools are able to run models written in different programming languages. In addition, interoperability between such models remains an unresolved issue. Results In this paper we present a simulation environment that allows, first, the execution of models developed in different programming languages and second the communication of parameters to interconnect these models. This simulation environment, developed within the Synergy-COPD project, aims at helping and supporting bio-researchers and medical students understand the internal mechanisms of the human body through the use of physiological models. This tool is composed of a graphical visualization environment, which is a web interface through which the user can interact with the models, and a simulation workflow management system composed of a control module and a data warehouse manager. The control module monitors the correct functioning of the whole system. The data warehouse manager is responsible for managing the stored information and supporting its flow among the different modules. This simulation environment has been validated with the integration of three models: two deterministic, i.e. based on linear and differential equations, and one probabilistic, i.e., based on probability theory. These models have been selected based on the disease under study in this project, i.e., chronic obstructive pulmonary disease. Conclusion It has been proved that the simulation environment presented here allows the user to research and study the internal mechanisms of the human physiology by the use of models via a graphical visualization environment. A new tool for bio-researchers is ready for deployment in various use cases scenarios. PMID:25471327
Heat Map Visualization of Complex Environmental and Biomarker Measurements
Over the past decade, the assessment of human systems interactions with the environment has permeated all phases of environmental and public health research. We are invoking lessons learned from the broad discipline of Systems Biology research that focuses primarily on molecular ...
Design and implementation of a 3D ocean virtual reality and visualization engine
NASA Astrophysics Data System (ADS)
Chen, Ge; Li, Bo; Tian, Fenglin; Ji, Pengbo; Li, Wenqing
2012-12-01
In this study, a 3D virtual reality and visualization engine for rendering the ocean, named VV-Ocean, is designed for marine applications. The design goals of VV-Ocean aim at high fidelity simulation of ocean environment, visualization of massive and multidimensional marine data, and imitation of marine lives. VV-Ocean is composed of five modules, i.e. memory management module, resources management module, scene management module, rendering process management module and interaction management module. There are three core functions in VV-Ocean: reconstructing vivid virtual ocean scenes, visualizing real data dynamically in real time, imitating and simulating marine lives intuitively. Based on VV-Ocean, we establish a sea-land integration platform which can reproduce drifting and diffusion processes of oil spilling from sea bottom to surface. Environment factors such as ocean current and wind field have been considered in this simulation. On this platform oil spilling process can be abstracted as movements of abundant oil particles. The result shows that oil particles blend with water well and the platform meets the requirement for real-time and interactive rendering. VV-Ocean can be widely used in ocean applications such as demonstrating marine operations, facilitating maritime communications, developing ocean games, reducing marine hazards, forecasting the weather over oceans, serving marine tourism, and so on. Finally, further technological improvements of VV-Ocean are discussed.
Hudry, Bruno; Viala, Séverine; Graba, Yacine; Merabet, Samir
2011-01-28
Protein interactions control the regulatory networks underlying developmental processes. The understanding of developmental complexity will, therefore, require the characterization of protein interactions within their proper environment. The bimolecular fluorescence complementation (BiFC) technology offers this possibility as it enables the direct visualization of protein interactions in living cells. However, its potential has rarely been applied in embryos of animal model organisms and was only performed under transient protein expression levels. Using a Hox protein partnership as a test case, we investigated the suitability of BiFC for the study of protein interactions in the living Drosophila embryo. Importantly, all BiFC parameters were established with constructs that were stably expressed under the control of endogenous promoters. Under these physiological conditions, we showed that BiFC is specific and sensitive enough to analyse dynamic protein interactions. We next used BiFC in a candidate interaction screen, which led to the identification of several Hox protein partners. Our results establish the general suitability of BiFC for revealing and studying protein interactions in their physiological context during the rapid course of Drosophila embryonic development.
Handwriting generates variable visual output to facilitate symbol learning.
Li, Julia X; James, Karin H
2016-03-01
Recent research has demonstrated that handwriting practice facilitates letter categorization in young children. The present experiments investigated why handwriting practice facilitates visual categorization by comparing 2 hypotheses: that handwriting exerts its facilitative effect because of the visual-motor production of forms, resulting in a direct link between motor and perceptual systems, or because handwriting produces variable visual instances of a named category in the environment that then changes neural systems. We addressed these issues by measuring performance of 5-year-old children on a categorization task involving novel, Greek symbols across 6 different types of learning conditions: 3 involving visual-motor practice (copying typed symbols independently, tracing typed symbols, tracing handwritten symbols) and 3 involving visual-auditory practice (seeing and saying typed symbols of a single typed font, of variable typed fonts, and of handwritten examples). We could therefore compare visual-motor production with visual perception both of variable and similar forms. Comparisons across the 6 conditions (N = 72) demonstrated that all conditions that involved studying highly variable instances of a symbol facilitated symbol categorization relative to conditions where similar instances of a symbol were learned, regardless of visual-motor production. Therefore, learning perceptually variable instances of a category enhanced performance, suggesting that handwriting facilitates symbol understanding by virtue of its environmental output: supporting the notion of developmental change though brain-body-environment interactions. (PsycINFO Database Record (c) 2016 APA, all rights reserved).
Handwriting generates variable visual input to facilitate symbol learning
Li, Julia X.; James, Karin H.
2015-01-01
Recent research has demonstrated that handwriting practice facilitates letter categorization in young children. The present experiments investigated why handwriting practice facilitates visual categorization by comparing two hypotheses: That handwriting exerts its facilitative effect because of the visual-motor production of forms, resulting in a direct link between motor and perceptual systems, or because handwriting produces variable visual instances of a named category in the environment that then changes neural systems. We addressed these issues by measuring performance of 5 year-old children on a categorization task involving novel, Greek symbols across 6 different types of learning conditions: three involving visual-motor practice (copying typed symbols independently, tracing typed symbols, tracing handwritten symbols) and three involving visual-auditory practice (seeing and saying typed symbols of a single typed font, of variable typed fonts, and of handwritten examples). We could therefore compare visual-motor production with visual perception both of variable and similar forms. Comparisons across the six conditions (N=72) demonstrated that all conditions that involved studying highly variable instances of a symbol facilitated symbol categorization relative to conditions where similar instances of a symbol were learned, regardless of visual-motor production. Therefore, learning perceptually variable instances of a category enhanced performance, suggesting that handwriting facilitates symbol understanding by virtue of its environmental output: supporting the notion of developmental change though brain-body-environment interactions. PMID:26726913
Integrating natural language processing and web GIS for interactive knowledge domain visualization
NASA Astrophysics Data System (ADS)
Du, Fangming
Recent years have seen a powerful shift towards data-rich environments throughout society. This has extended to a change in how the artifacts and products of scientific knowledge production can be analyzed and understood. Bottom-up approaches are on the rise that combine access to huge amounts of academic publications with advanced computer graphics and data processing tools, including natural language processing. Knowledge domain visualization is one of those multi-technology approaches, with its aim of turning domain-specific human knowledge into highly visual representations in order to better understand the structure and evolution of domain knowledge. For example, network visualizations built from co-author relations contained in academic publications can provide insight on how scholars collaborate with each other in one or multiple domains, and visualizations built from the text content of articles can help us understand the topical structure of knowledge domains. These knowledge domain visualizations need to support interactive viewing and exploration by users. Such spatialization efforts are increasingly looking to geography and GIS as a source of metaphors and practical technology solutions, even when non-georeferenced information is managed, analyzed, and visualized. When it comes to deploying spatialized representations online, web mapping and web GIS can provide practical technology solutions for interactive viewing of knowledge domain visualizations, from panning and zooming to the overlay of additional information. This thesis presents a novel combination of advanced natural language processing - in the form of topic modeling - with dimensionality reduction through self-organizing maps and the deployment of web mapping/GIS technology towards intuitive, GIS-like, exploration of a knowledge domain visualization. A complete workflow is proposed and implemented that processes any corpus of input text documents into a map form and leverages a web application framework to let users explore knowledge domain maps interactively. This workflow is implemented and demonstrated for a data set of more than 66,000 conference abstracts.
Photorealistic virtual anatomy based on Chinese Visible Human data.
Heng, P A; Zhang, S X; Xie, Y M; Wong, T T; Chui, Y P; Cheng, C Y
2006-04-01
Virtual reality based learning of human anatomy is feasible when a database of 3D organ models is available for the learner to explore, visualize, and dissect in virtual space interactively. In this article, we present our latest work on photorealistic virtual anatomy applications based on the Chinese Visible Human (CVH) data. We have focused on the development of state-of-the-art virtual environments that feature interactive photo-realistic visualization and dissection of virtual anatomical models constructed from ultra-high resolution CVH datasets. We also outline our latest progress in applying these highly accurate virtual and functional organ models to generate realistic look and feel to advanced surgical simulators. (c) 2006 Wiley-Liss, Inc.
Novel design of interactive multimodal biofeedback system for neurorehabilitation.
Huang, He; Chen, Y; Xu, W; Sundaram, H; Olson, L; Ingalls, T; Rikakis, T; He, Jiping
2006-01-01
A previous design of a biofeedback system for Neurorehabilitation in an interactive multimodal environment has demonstrated the potential of engaging stroke patients in task-oriented neuromotor rehabilitation. This report explores the new concept and alternative designs of multimedia based biofeedback systems. In this system, the new interactive multimodal environment was constructed with abstract presentation of movement parameters. Scenery images or pictures and their clarity and orientation are used to reflect the arm movement and relative position to the target instead of the animated arm. The multiple biofeedback parameters were classified into different hierarchical levels w.r.t. importance of each movement parameter to performance. A new quantified measurement for these parameters were developed to assess the patient's performance both real-time and offline. These parameters were represented by combined visual and auditory presentations with various distinct music instruments. Overall, the objective of newly designed system is to explore what information and how to feedback information in interactive virtual environment could enhance the sensorimotor integration that may facilitate the efficient design and application of virtual environment based therapeutic intervention.
An interactive visualization tool for mobile objects
NASA Astrophysics Data System (ADS)
Kobayashi, Tetsuo
Recent advancements in mobile devices---such as Global Positioning System (GPS), cellular phones, car navigation system, and radio-frequency identification (RFID)---have greatly influenced the nature and volume of data about individual-based movement in space and time. Due to the prevalence of mobile devices, vast amounts of mobile objects data are being produced and stored in databases, overwhelming the capacity of traditional spatial analytical methods. There is a growing need for discovering unexpected patterns, trends, and relationships that are hidden in the massive mobile objects data. Geographic visualization (GVis) and knowledge discovery in databases (KDD) are two major research fields that are associated with knowledge discovery and construction. Their major research challenges are the integration of GVis and KDD, enhancing the ability to handle large volume mobile objects data, and high interactivity between the computer and users of GVis and KDD tools. This dissertation proposes a visualization toolkit to enable highly interactive visual data exploration for mobile objects datasets. Vector algebraic representation and online analytical processing (OLAP) are utilized for managing and querying the mobile object data to accomplish high interactivity of the visualization tool. In addition, reconstructing trajectories at user-defined levels of temporal granularity with time aggregation methods allows exploration of the individual objects at different levels of movement generality. At a given level of generality, individual paths can be combined into synthetic summary paths based on three similarity measures, namely, locational similarity, directional similarity, and geometric similarity functions. A visualization toolkit based on the space-time cube concept exploits these functionalities to create a user-interactive environment for exploring mobile objects data. Furthermore, the characteristics of visualized trajectories are exported to be utilized for data mining, which leads to the integration of GVis and KDD. Case studies using three movement datasets (personal travel data survey in Lexington, Kentucky, wild chicken movement data in Thailand, and self-tracking data in Utah) demonstrate the potential of the system to extract meaningful patterns from the otherwise difficult to comprehend collections of space-time trajectories.
Orientation and disorientation in aviation
2013-01-01
On the ground, the essential requirement to remain orientated is a largely unconscious activity. In flight, orientation requires a conscious effort by the pilot particularly when the visual environment becomes degraded and a deceptive force environment becomes the frame of reference. Furthermore, an unusual force environment can determine the apparent location of objects within a limited visual scene, sometimes with disastrous consequences. This review outlines the sources of pilot disorientation that arise from the visual and force environment of flight and their interaction. It challenges the value of the traditional illusion-based approach to the subject both to aircrew and to surveys of disorientation. Also, it questions the emphasis on the shortcomings of vestibular function as the physiological basis for disorientation. While military accidents from all causes have shown a decline, there has been no corresponding reduction in accidents involving disorientation, 85% of which are the results of unrecognised disorientation. This finding has implications for the way in which pilots are taught about disorientation in the interest of enhanced flight safety. It argues for a greater use of conventional fixed base simulators to create disorientating scenarios rather than complex motion devices to create unusual sensations. PMID:23849216
DOT National Transportation Integrated Search
2015-02-15
There are approximately 2 million adults with reported vision loss in the United States. Independent travel and active interactions with the surrounding environment present significant daily challenges for these individuals, ultimately reducing quali...
ERIC Educational Resources Information Center
Charleer, Sven; Klerkx, Joris; Duval, Erik
2014-01-01
This article explores how information visualization techniques can be applied to learning analytics data to help teachers and students deal with the abundance of learner traces. We also investigate how the affordances of large interactive surfaces can facilitate a collaborative sense-making environment for multiple students and teachers to explore…
Emergency Response Virtual Environment for Safe Schools
NASA Technical Reports Server (NTRS)
Wasfy, Ayman; Walker, Teresa
2008-01-01
An intelligent emergency response virtual environment (ERVE) that provides emergency first responders, response planners, and managers with situational awareness as well as training and support for safe schools is presented. ERVE incorporates an intelligent agent facility for guiding and assisting the user in the context of the emergency response operations. Response information folders capture key information about the school. The system enables interactive 3D visualization of schools and academic campuses, including the terrain and the buildings' exteriors and interiors in an easy to use Web..based interface. ERVE incorporates live camera and sensors feeds and can be integrated with other simulations such as chemical plume simulation. The system is integrated with a Geographical Information System (GIS) to enable situational awareness of emergency events and assessment of their effect on schools in a geographic area. ERVE can also be integrated with emergency text messaging notification systems. Using ERVE, it is now possible to address safe schools' emergency management needs with a scaleable, seamlessly integrated and fully interactive intelligent and visually compelling solution.
An interactive environment for the analysis of large Earth observation and model data sets
NASA Technical Reports Server (NTRS)
Bowman, Kenneth P.; Walsh, John E.; Wilhelmson, Robert B.
1994-01-01
Envision is an interactive environment that provides researchers in the earth sciences convenient ways to manage, browse, and visualize large observed or model data sets. Its main features are support for the netCDF and HDF file formats, an easy to use X/Motif user interface, a client-server configuration, and portability to many UNIX workstations. The Envision package also provides new ways to view and change metadata in a set of data files. It permits a scientist to conveniently and efficiently manage large data sets consisting of many data files. It also provides links to popular visualization tools so that data can be quickly browsed. Envision is a public domain package, freely available to the scientific community. Envision software (binaries and source code) and documentation can be obtained from either of these servers: ftp://vista.atmos.uiuc.edu/pub/envision/ and ftp://csrp.tamu.edu/pub/envision/. Detailed descriptions of Envision capabilities and operations can be found in the User's Guide and Reference Manuals distributed with Envision software.
An interactive environment for agile analysis and visualization of ChIP-sequencing data.
Lerdrup, Mads; Johansen, Jens Vilstrup; Agrawal-Singh, Shuchi; Hansen, Klaus
2016-04-01
To empower experimentalists with a means for fast and comprehensive chromatin immunoprecipitation sequencing (ChIP-seq) data analyses, we introduce an integrated computational environment, EaSeq. The software combines the exploratory power of genome browsers with an extensive set of interactive and user-friendly tools for genome-wide abstraction and visualization. It enables experimentalists to easily extract information and generate hypotheses from their own data and public genome-wide datasets. For demonstration purposes, we performed meta-analyses of public Polycomb ChIP-seq data and established a new screening approach to analyze more than 900 datasets from mouse embryonic stem cells for factors potentially associated with Polycomb recruitment. EaSeq, which is freely available and works on a standard personal computer, can substantially increase the throughput of many analysis workflows, facilitate transparency and reproducibility by automatically documenting and organizing analyses, and enable a broader group of scientists to gain insights from ChIP-seq data.
Honeybees in a virtual reality environment learn unique combinations of colour and shape.
Rusch, Claire; Roth, Eatai; Vinauger, Clément; Riffell, Jeffrey A
2017-10-01
Honeybees are well-known models for the study of visual learning and memory. Whereas most of our knowledge of learned responses comes from experiments using free-flying bees, a tethered preparation would allow fine-scale control of the visual stimuli as well as accurate characterization of the learned responses. Unfortunately, conditioning procedures using visual stimuli in tethered bees have been limited in their efficacy. In this study, using a novel virtual reality environment and a differential training protocol in tethered walking bees, we show that the majority of honeybees learn visual stimuli, and need only six paired training trials to learn the stimulus. We found that bees readily learn visual stimuli that differ in both shape and colour. However, bees learn certain components over others (colour versus shape), and visual stimuli are learned in a non-additive manner with the interaction of specific colour and shape combinations being crucial for learned responses. To better understand which components of the visual stimuli the bees learned, the shape-colour association of the stimuli was reversed either during or after training. Results showed that maintaining the visual stimuli in training and testing phases was necessary to elicit visual learning, suggesting that bees learn multiple components of the visual stimuli. Together, our results demonstrate a protocol for visual learning in restrained bees that provides a powerful tool for understanding how components of a visual stimulus elicit learned responses as well as elucidating how visual information is processed in the honeybee brain. © 2017. Published by The Company of Biologists Ltd.
Scientific Visualization and Simulation for Multi-dimensional Marine Environment Data
NASA Astrophysics Data System (ADS)
Su, T.; Liu, H.; Wang, W.; Song, Z.; Jia, Z.
2017-12-01
As higher attention on the ocean and rapid development of marine detection, there are increasingly demands for realistic simulation and interactive visualization of marine environment in real time. Based on advanced technology such as GPU rendering, CUDA parallel computing and rapid grid oriented strategy, a series of efficient and high-quality visualization methods, which can deal with large-scale and multi-dimensional marine data in different environmental circumstances, has been proposed in this paper. Firstly, a high-quality seawater simulation is realized by FFT algorithm, bump mapping and texture animation technology. Secondly, large-scale multi-dimensional marine hydrological environmental data is virtualized by 3d interactive technologies and volume rendering techniques. Thirdly, seabed terrain data is simulated with improved Delaunay algorithm, surface reconstruction algorithm, dynamic LOD algorithm and GPU programming techniques. Fourthly, seamless modelling in real time for both ocean and land based on digital globe is achieved by the WebGL technique to meet the requirement of web-based application. The experiments suggest that these methods can not only have a satisfying marine environment simulation effect, but also meet the rendering requirements of global multi-dimension marine data. Additionally, a simulation system for underwater oil spill is established by OSG 3D-rendering engine. It is integrated with the marine visualization method mentioned above, which shows movement processes, physical parameters, current velocity and direction for different types of deep water oil spill particle (oil spill particles, hydrates particles, gas particles, etc.) dynamically and simultaneously in multi-dimension. With such application, valuable reference and decision-making information can be provided for understanding the progress of oil spill in deep water, which is helpful for ocean disaster forecasting, warning and emergency response.
López, David; Oehlberg, Lora; Doger, Candemir; Isenberg, Tobias
2016-05-01
We discuss touch-based navigation of 3D visualizations in a combined monoscopic and stereoscopic viewing environment. We identify a set of interaction modes, and a workflow that helps users transition between these modes to improve their interaction experience. In our discussion we analyze, in particular, the control-display space mapping between the different reference frames of the stereoscopic and monoscopic displays. We show how this mapping supports interactive data exploration, but may also lead to conflicts between the stereoscopic and monoscopic views due to users' movement in space; we resolve these problems through synchronization. To support our discussion, we present results from an exploratory observational evaluation with domain experts in fluid mechanics and structural biology. These experts explored domain-specific datasets using variations of a system that embodies the interaction modes and workflows; we report on their interactions and qualitative feedback on the system and its workflow.
Tangible interactive system for document browsing and visualisation of multimedia data
NASA Astrophysics Data System (ADS)
Rytsar, Yuriy; Voloshynovskiy, Sviatoslav; Koval, Oleksiy; Deguillaume, Frederic; Topak, Emre; Startchik, Sergei; Pun, Thierry
2006-01-01
In this paper we introduce and develop a framework for document interactive navigation in multimodal databases. First, we analyze the main open issues of existing multimodal interfaces and then discuss two applications that include interaction with documents in several human environments, i.e., the so-called smart rooms. Second, we propose a system set-up dedicated to the efficient navigation in the printed documents. This set-up is based on the fusion of data from several modalities that include images and text. Both modalities can be used as cover data for hidden indexes using data-hiding technologies as well as source data for robust visual hashing. The particularities of the proposed robust visual hashing are described in the paper. Finally, we address two practical applications of smart rooms for tourism and education and demonstrate the advantages of the proposed solution.
Virtual reality in the operating room of the future.
Müller, W; Grosskopf, S; Hildebrand, A; Malkewitz, R; Ziegler, R
1997-01-01
In cooperation with the Max-Delbrück-Centrum/Robert-Rössle-Klinik (MDC/RRK) in Berlin, the Fraunhofer Institute for Computer Graphics is currently designing and developing a scenario for the operating room of the future. The goal of this project is to integrate new analysis, visualization and interaction tools in order to optimize and refine tumor diagnostics and therapy in combination with laser technology and remote stereoscopic video transfer. Hence, a human 3-D reference model is reconstructed using CT, MR, and anatomical cryosection images from the National Library of Medicine's Visible Human Project. Applying segmentation algorithms and surface-polygonization methods a 3-D representation is obtained. In addition, a "fly-through" the virtual patient is realized using 3-D input devices (data glove, tracking system, 6-DOF mouse). In this way, the surgeon can experience really new perspectives of the human anatomy. Moreover, using a virtual cutting plane any cut of the CT volume can be interactively placed and visualized in realtime. In conclusion, this project delivers visions for the application of effective visualization and VR systems. Commonly known as Virtual Prototyping and applied by the automotive industry long ago, this project shows, that the use of VR techniques can also prototype an operating room. After evaluating design and functionality of the virtual operating room, MDC plans to build real ORs in the near future. The use of VR techniques provides a more natural interface for the surgeon in the OR (e.g., controlling interactions by voice input). Besides preoperative planning future work will focus on supporting the surgeon in performing surgical interventions. An optimal synthesis of real and synthetic data, and the inclusion of visual, aural, and tactile senses in virtual environments can meet these requirements. This Augmented Reality could represent the environment for the surgeons of tomorrow.
Napolitano, Rebecca; Blyth, Anna; Glisic, Branko
2018-01-16
Visualization of sensor networks, data, and metadata is becoming one of the most pivotal aspects of the structural health monitoring (SHM) process. Without the ability to communicate efficiently and effectively between disparate groups working on a project, an SHM system can be underused, misunderstood, or even abandoned. For this reason, this work seeks to evaluate visualization techniques in the field, identify flaws in current practices, and devise a new method for visualizing and accessing SHM data and metadata in 3D. More precisely, the work presented here reflects a method and digital workflow for integrating SHM sensor networks, data, and metadata into a virtual reality environment by combining spherical imaging and informational modeling. Both intuitive and interactive, this method fosters communication on a project enabling diverse practitioners of SHM to efficiently consult and use the sensor networks, data, and metadata. The method is presented through its implementation on a case study, Streicker Bridge at Princeton University campus. To illustrate the efficiency of the new method, the time and data file size were compared to other potential methods used for visualizing and accessing SHM sensor networks, data, and metadata in 3D. Additionally, feedback from civil engineering students familiar with SHM is used for validation. Recommendations on how different groups working together on an SHM project can create SHM virtual environment and convey data to proper audiences, are also included.
Napolitano, Rebecca; Blyth, Anna; Glisic, Branko
2018-01-01
Visualization of sensor networks, data, and metadata is becoming one of the most pivotal aspects of the structural health monitoring (SHM) process. Without the ability to communicate efficiently and effectively between disparate groups working on a project, an SHM system can be underused, misunderstood, or even abandoned. For this reason, this work seeks to evaluate visualization techniques in the field, identify flaws in current practices, and devise a new method for visualizing and accessing SHM data and metadata in 3D. More precisely, the work presented here reflects a method and digital workflow for integrating SHM sensor networks, data, and metadata into a virtual reality environment by combining spherical imaging and informational modeling. Both intuitive and interactive, this method fosters communication on a project enabling diverse practitioners of SHM to efficiently consult and use the sensor networks, data, and metadata. The method is presented through its implementation on a case study, Streicker Bridge at Princeton University campus. To illustrate the efficiency of the new method, the time and data file size were compared to other potential methods used for visualizing and accessing SHM sensor networks, data, and metadata in 3D. Additionally, feedback from civil engineering students familiar with SHM is used for validation. Recommendations on how different groups working together on an SHM project can create SHM virtual environment and convey data to proper audiences, are also included. PMID:29337877
Public Health Analysis Transport Optimization Model v. 1.0
DOE Office of Scientific and Technical Information (OSTI.GOV)
Beyeler, Walt; Finley, Patrick; Walser, Alex
PHANTOM models logistic functions of national public health systems. The system enables public health officials to visualize and coordinate options for public health surveillance, diagnosis, response and administration in an integrated analytical environment. Users may simulate and analyze system performance applying scenarios that represent current conditions or future contingencies what-if analyses of potential systemic improvements. Public health networks are visualized as interactive maps, with graphical displays of relevant system performance metrics as calculated by the simulation modeling components.
Spherical Panoramas for Astrophysical Data Visualization
NASA Astrophysics Data System (ADS)
Kent, Brian R.
2017-05-01
Data immersion has advantages in astrophysical visualization. Complex multi-dimensional data and phase spaces can be explored in a seamless and interactive viewing environment. Putting the user in the data is a first step toward immersive data analysis. We present a technique for creating 360° spherical panoramas with astrophysical data. The three-dimensional software package Blender and the Google Spatial Media module are used together to immerse users in data exploration. Several examples employing these methods exhibit how the technique works using different types of astronomical data.
Task set induces dynamic reallocation of resources in visual short-term memory.
Sheremata, Summer L; Shomstein, Sarah
2017-08-01
Successful interaction with the environment requires the ability to flexibly allocate resources to different locations in the visual field. Recent evidence suggests that visual short-term memory (VSTM) resources are distributed asymmetrically across the visual field based upon task demands. Here, we propose that context, rather than the stimulus itself, determines asymmetrical distribution of VSTM resources. To test whether context modulates the reallocation of resources to the right visual field, task set, defined by memory-load, was manipulated to influence visual short-term memory performance. Performance was measured for single-feature objects embedded within predominantly single- or two-feature memory blocks. Therefore, context was varied to determine whether task set directly predicts changes in visual field biases. In accord with the dynamic reallocation of resources hypothesis, task set, rather than aspects of the physical stimulus, drove improvements in performance in the right- visual field. Our results show, for the first time, that preparation for upcoming memory demands directly determines how resources are allocated across the visual field.
Reading a Story: Different Degrees of Learning in Different Learning Environments.
Giannini, Anna Maria; Cordellieri, Pierluigi; Piccardi, Laura
2017-01-01
The learning environment in which material is acquired may produce differences in delayed recall and in the elements that individuals focus on. These differences may appear even during development. In the present study, we compared three different learning environments in 450 normally developing 7-year-old children subdivided into three groups according to the type of learning environment. Specifically, children were asked to learn the same material shown in three different learning environments: reading illustrated books (TB); interacting with the same text displayed on a PC monitor and enriched with interactive activities (PC-IA); reading the same text on a PC monitor but not enriched with interactive narratives (PC-NoIA). Our results demonstrated that TB and PC-NoIA elicited better verbal memory recall. In contrast, PC-IA and PC-NoIA produced higher scores for visuo-spatial memory, enhancing memory for spatial relations, positions and colors with respect to TB. Interestingly, only TB seemed to produce a deeper comprehension of the story's moral. Our results indicated that PC-IA offered a different type of learning that favored visual details. In this sense, interactive activities demonstrate certain limitations, probably due to information overabundance, emotional mobilization, emphasis on images and effort exerted in interactive activities. Thus, interactive activities, although entertaining, act as disruptive elements which interfere with verbal memory and deep moral comprehension.
Reading a Story: Different Degrees of Learning in Different Learning Environments
Giannini, Anna Maria; Cordellieri, Pierluigi; Piccardi, Laura
2017-01-01
The learning environment in which material is acquired may produce differences in delayed recall and in the elements that individuals focus on. These differences may appear even during development. In the present study, we compared three different learning environments in 450 normally developing 7-year-old children subdivided into three groups according to the type of learning environment. Specifically, children were asked to learn the same material shown in three different learning environments: reading illustrated books (TB); interacting with the same text displayed on a PC monitor and enriched with interactive activities (PC-IA); reading the same text on a PC monitor but not enriched with interactive narratives (PC-NoIA). Our results demonstrated that TB and PC-NoIA elicited better verbal memory recall. In contrast, PC-IA and PC-NoIA produced higher scores for visuo-spatial memory, enhancing memory for spatial relations, positions and colors with respect to TB. Interestingly, only TB seemed to produce a deeper comprehension of the story’s moral. Our results indicated that PC-IA offered a different type of learning that favored visual details. In this sense, interactive activities demonstrate certain limitations, probably due to information overabundance, emotional mobilization, emphasis on images and effort exerted in interactive activities. Thus, interactive activities, although entertaining, act as disruptive elements which interfere with verbal memory and deep moral comprehension. PMID:29085296
Scientific Assistant Virtual Laboratory (SAVL)
NASA Astrophysics Data System (ADS)
Alaghband, Gita; Fardi, Hamid; Gnabasik, David
2007-03-01
The Scientific Assistant Virtual Laboratory (SAVL) is a scientific discovery environment, an interactive simulated virtual laboratory, for learning physics and mathematics. The purpose of this computer-assisted intervention is to improve middle and high school student interest, insight and scores in physics and mathematics. SAVL develops scientific and mathematical imagination in a visual, symbolic, and experimental simulation environment. It directly addresses the issues of scientific and technological competency by providing critical thinking training through integrated modules. This on-going research provides a virtual laboratory environment in which the student directs the building of the experiment rather than observing a packaged simulation. SAVL: * Engages the persistent interest of young minds in physics and math by visually linking simulation objects and events with mathematical relations. * Teaches integrated concepts by the hands-on exploration and focused visualization of classic physics experiments within software. * Systematically and uniformly assesses and scores students by their ability to answer their own questions within the context of a Master Question Network. We will demonstrate how the Master Question Network uses polymorphic interfaces and C# lambda expressions to manage simulation objects.
NASA Astrophysics Data System (ADS)
Sudra, Gunther; Speidel, Stefanie; Fritz, Dominik; Müller-Stich, Beat Peter; Gutt, Carsten; Dillmann, Rüdiger
2007-03-01
Minimally invasive surgery is a highly complex medical discipline with various risks for surgeon and patient, but has also numerous advantages on patient-side. The surgeon has to adapt special operation-techniques and deal with difficulties like the complex hand-eye coordination, limited field of view and restricted mobility. To alleviate with these new problems, we propose to support the surgeon's spatial cognition by using augmented reality (AR) techniques to directly visualize virtual objects in the surgical site. In order to generate an intelligent support, it is necessary to have an intraoperative assistance system that recognizes the surgical skills during the intervention and provides context-aware assistance surgeon using AR techniques. With MEDIASSIST we bundle our research activities in the field of intraoperative intelligent support and visualization. Our experimental setup consists of a stereo endoscope, an optical tracking system and a head-mounted-display for 3D visualization. The framework will be used as platform for the development and evaluation of our research in the field of skill recognition and context-aware assistance generation. This includes methods for surgical skill analysis, skill classification, context interpretation as well as assistive visualization and interaction techniques. In this paper we present the objectives of MEDIASSIST and first results in the fields of skill analysis, visualization and multi-modal interaction. In detail we present a markerless instrument tracking for surgical skill analysis as well as visualization techniques and recognition of interaction gestures in an AR environment.
Interactive exploration of coastal restoration modeling in virtual environments
NASA Astrophysics Data System (ADS)
Gerndt, Andreas; Miller, Robert; Su, Simon; Meselhe, Ehab; Cruz-Neira, Carolina
2009-02-01
Over the last decades, Louisiana has lost a substantial part of its coastal region to the Gulf of Mexico. The goal of the project depicted in this paper is to investigate the complex ecological and geophysical system not only to find solutions to reverse this development but also to protect the southern landscape of Louisiana for disastrous impacts of natural hazards like hurricanes. This paper sets a focus on the interactive data handling of the Chenier Plain which is only one scenario of the overall project. The challenge addressed is the interactive exploration of large-scale time-depending 2D simulation results and of terrain data with a high resolution that is available for this region. Besides data preparation, efficient visualization approaches optimized for the usage in virtual environments are presented. These are embedded in a complex framework for scientific visualization of time-dependent large-scale datasets. To provide a straightforward interface for rapid application development, a software layer called VRFlowVis has been developed. Several architectural aspects to encapsulate complex virtual reality aspects like multi-pipe vs. cluster-based rendering are discussed. Moreover, the distributed post-processing architecture is investigated to prove its efficiency for the geophysical domain. Runtime measurements conclude this paper.
ERIC Educational Resources Information Center
Fusaro, Joe
2011-01-01
Mark Dion creates sculptures, installations, and interactive environments that sometimes seem contrary to what one expects from visual artists. Remarkable curiosity cabinets and carefully arranged artifacts from specific places and time periods make up a large part of his work. His work does not neatly fit into traditional lessons about elements…
My Ideal City (mic): Virtual Environments to Design the Future Town
NASA Astrophysics Data System (ADS)
Borgherini, M.; Garbin, E.
2011-09-01
MIC is an EU funded project to explore the use of shared virtual environments as part of a public discussion on the issues of building the city of the future. An interactive exploration of four european cities - in the digital city models were translated urban places, family problems and citizens wishes - is a chance to see them in different ways and from different points of view, to imagine new scenarios to overcome barriers and stereotypes no longer effective. This paper describes the process from data to visualization of virtual cities and, in detail, the project of two interactive digital model (Trento and Lisbon).
Miller, Haylie L.; Bugnariu, Nicoleta; Patterson, Rita M.; Wijayasinghe, Indika; Popa, Dan O.
2018-01-01
Visuomotor integration (VMI), the use of visual information to guide motor planning, execution, and modification, is necessary for a wide range of functional tasks. To comprehensively, quantitatively assess VMI, we developed a paradigm integrating virtual environments, motion-capture, and mobile eye-tracking. Virtual environments enable tasks to be repeatable, naturalistic, and varied in complexity. Mobile eye-tracking and minimally-restricted movement enable observation of natural strategies for interacting with the environment. This paradigm yields a rich dataset that may inform our understanding of VMI in typical and atypical development. PMID:29876370
High performance geospatial and climate data visualization using GeoJS
NASA Astrophysics Data System (ADS)
Chaudhary, A.; Beezley, J. D.
2015-12-01
GeoJS (https://github.com/OpenGeoscience/geojs) is an open-source library developed to support interactive scientific and geospatial visualization of climate and earth science datasets in a web environment. GeoJS has a convenient application programming interface (API) that enables users to harness the fast performance of WebGL and Canvas 2D APIs with sophisticated Scalable Vector Graphics (SVG) features in a consistent and convenient manner. We started the project in response to the need for an open-source JavaScript library that can combine traditional geographic information systems (GIS) and scientific visualization on the web. Many libraries, some of which are open source, support mapping or other GIS capabilities, but lack the features required to visualize scientific and other geospatial datasets. For instance, such libraries are not be capable of rendering climate plots from NetCDF files, and some libraries are limited in regards to geoinformatics (infovis in a geospatial environment). While libraries such as d3.js are extremely powerful for these kinds of plots, in order to integrate them into other GIS libraries, the construction of geoinformatics visualizations must be completed manually and separately, or the code must somehow be mixed in an unintuitive way.We developed GeoJS with the following motivations:• To create an open-source geovisualization and GIS library that combines scientific visualization with GIS and informatics• To develop an extensible library that can combine data from multiple sources and render them using multiple backends• To build a library that works well with existing scientific visualizations tools such as VTKWe have successfully deployed GeoJS-based applications for multiple domains across various projects. The ClimatePipes project funded by the Department of Energy, for example, used GeoJS to visualize NetCDF datasets from climate data archives. Other projects built visualizations using GeoJS for interactively exploring data and analysis regarding 1) the human trafficking domain, 2) New York City taxi drop-offs and pick-ups, and 3) the Ebola outbreak. GeoJS supports advanced visualization features such as picking and selecting, as well as clustering. It also supports 2D contour plots, vector plots, heat maps, and geospatial graphs.
High-power graphic computers for visual simulation: a real-time--rendering revolution
NASA Technical Reports Server (NTRS)
Kaiser, M. K.
1996-01-01
Advances in high-end graphics computers in the past decade have made it possible to render visual scenes of incredible complexity and realism in real time. These new capabilities make it possible to manipulate and investigate the interactions of observers with their visual world in ways once only dreamed of. This paper reviews how these developments have affected two preexisting domains of behavioral research (flight simulation and motion perception) and have created a new domain (virtual environment research) which provides tools and challenges for the perceptual psychologist. Finally, the current limitations of these technologies are considered, with an eye toward how perceptual psychologist might shape future developments.
LinkWinds: An Approach to Visual Data Analysis
NASA Technical Reports Server (NTRS)
Jacobson, Allan S.
1992-01-01
The Linked Windows Interactive Data System (LinkWinds) is a prototype visual data exploration and analysis system resulting from a NASA/JPL program of research into graphical methods for rapidly accessing, displaying and analyzing large multivariate multidisciplinary datasets. It is an integrated multi-application execution environment allowing the dynamic interconnection of multiple windows containing visual displays and/or controls through a data-linking paradigm. This paradigm, which results in a system much like a graphical spreadsheet, is not only a powerful method for organizing large amounts of data for analysis, but provides a highly intuitive, easy to learn user interface on top of the traditional graphical user interface.
Survey of Visual and Force/Tactile Control of Robots for Physical Interaction in Spain
Garcia, Gabriel J.; Corrales, Juan A.; Pomares, Jorge; Torres, Fernando
2009-01-01
Sensors provide robotic systems with the information required to perceive the changes that happen in unstructured environments and modify their actions accordingly. The robotic controllers which process and analyze this sensory information are usually based on three types of sensors (visual, force/torque and tactile) which identify the most widespread robotic control strategies: visual servoing control, force control and tactile control. This paper presents a detailed review on the sensor architectures, algorithmic techniques and applications which have been developed by Spanish researchers in order to implement these mono-sensor and multi-sensor controllers which combine several sensors. PMID:22303146
Real-Time Aerodynamic Flow and Data Visualization in an Interactive Virtual Environment
NASA Technical Reports Server (NTRS)
Schwartz, Richard J.; Fleming, Gary A.
2005-01-01
Significant advances have been made to non-intrusive flow field diagnostics in the past decade. Camera based techniques are now capable of determining physical qualities such as surface deformation, surface pressure and temperature, flow velocities, and molecular species concentration. In each case, extracting the pertinent information from the large volume of acquired data requires powerful and efficient data visualization tools. The additional requirement for real time visualization is fueled by an increased emphasis on minimizing test time in expensive facilities. This paper will address a capability titled LiveView3D, which is the first step in the development phase of an in depth, real time data visualization and analysis tool for use in aerospace testing facilities.
Radiological tele-immersion for next generation networks.
Ai, Z; Dech, F; Rasmussen, M; Silverstein, J C
2000-01-01
Since the acquisition of high-resolution three-dimensional patient images has become widespread, medical volumetric datasets (CT or MR) larger than 100 MB and encompassing more than 250 slices are common. It is important to make this patient-specific data quickly available and usable to many specialists at different geographical sites. Web-based systems have been developed to provide volume or surface rendering of medical data over networks with low fidelity, but these cannot adequately handle stereoscopic visualization or huge datasets. State-of-the-art virtual reality techniques and high speed networks have made it possible to create an environment for clinicians geographically distributed to immersively share these massive datasets in real-time. An object-oriented method for instantaneously importing medical volumetric data into Tele-Immersive environments has been developed at the Virtual Reality in Medicine Laboratory (VRMedLab) at the University of Illinois at Chicago (UIC). This networked-VR setup is based on LIMBO, an application framework or template that provides the basic capabilities of Tele-Immersion. We have developed a modular general purpose Tele-Immersion program that automatically combines 3D medical data with the methods for handling the data. For this purpose a DICOM loader for IRIS Performer has been developed. The loader was designed for SGI machines as a shared object, which is executed at LIMBO's runtime. The loader loads not only the selected DICOM dataset, but also methods for rendering, handling, and interacting with the data, bringing networked, real-time, stereoscopic interaction with radiological data to reality. Collaborative, interactive methods currently implemented in the loader include cutting planes and windowing. The Tele-Immersive environment has been tested on the UIC campus over an ATM network. We tested the environment with 3 nodes; one ImmersaDesk at the VRMedLab, one CAVE at the Electronic Visualization Laboratory (EVL) on east campus, and a CT scan machine in UIC Hospital. CT data was pulled directly from the scan machine to the Tele-Immersion server in our Laboratory, and then the data was synchronously distributed by our Onyx2 Rack server to all the VR setups. Instead of permitting medical volume visualization at one VR device, by combining teleconferencing, tele-presence, and virtual reality, the Tele-Immersive environment will enable geographically distributed clinicians to intuitively interact with the same medical volumetric models, point, gesture, converse, and see each other. This environment will bring together clinicians at different geographic locations to participate in Tele-Immersive consultation and collaboration.
Edwards, Terra
2015-01-01
This article is concerned with social and interactional processes that simplify pragmatic acts of intention attribution. The empirical focus is a series of interactions among DeafBlind people in Seattle, Washington, where pointing signs are used to individuate objects of reference in the immediate environment. Most members of this community are born deaf and slowly become blind. They come to Seattle using Visual American Sign Language, which has emerged and developed in a field organized around visual modes of access. As vision deteriorates, however, links between deictic signs (such as pointing) and the present, remembered, or imagined environment erode in idiosyncratic ways across the community of language-users, and as a result, it becomes increasingly difficult for participants to converge on objects of reference. In the past, DeafBlind people addressed this problem by relying on sighted interpreters. Under the influence of the recent “pro-tactile” movement, they have turned instead to one another to find new solutions to these referential problems. Drawing on analyses of 120 h of videorecorded interaction and language-use, detailed fieldnotes collected during 12 months of sustained anthropological fieldwork, and more than 15 years of involvement in this community in a range of capacities, I argue that DeafBlind people are generating new and reciprocal modes of access to their environment, and this process is aligning language with context in novel ways. I discuss two mechanisms that can account for this process: embedding in the social field and deictic integration. I argue that together, these social and interactional processes yield a deictic system set to retrieve a restricted range of values from the extra-linguistic context, thereby attenuating the cognitive demands of intention attribution and narrowing the gap between DeafBlind minds. PMID:26500576
The Spinel Explorer--Interactive Visual Analysis of Spinel Group Minerals.
Luján Ganuza, María; Ferracutti, Gabriela; Gargiulo, María Florencia; Castro, Silvia Mabel; Bjerg, Ernesto; Gröller, Eduard; Matković, Krešimir
2014-12-01
Geologists usually deal with rocks that are up to several thousand million years old. They try to reconstruct the tectonic settings where these rocks were formed and the history of events that affected them through the geological time. The spinel group minerals provide useful information regarding the geological environment in which the host rocks were formed. They constitute excellent indicators of geological environments (tectonic settings) and are of invaluable help in the search for mineral deposits of economic interest. The current workflow requires the scientists to work with different applications to analyze spine data. They do use specific diagrams, but these are usually not interactive. The current workflow hinders domain experts to fully exploit the potentials of tediously and expensively collected data. In this paper, we introduce the Spinel Explorer-an interactive visual analysis application for spinel group minerals. The design of the Spinel Explorer and of the newly introduced interactions is a result of a careful study of geologists' tasks. The Spinel Explorer includes most of the diagrams commonly used for analyzing spinel group minerals, including 2D binary plots, ternary plots, and 3D Spinel prism plots. Besides specific plots, conventional information visualization views are also integrated in the Spinel Explorer. All views are interactive and linked. The Spinel Explorer supports conventional statistics commonly used in spinel minerals exploration. The statistics views and different data derivation techniques are fully integrated in the system. Besides the Spinel Explorer as newly proposed interactive exploration system, we also describe the identified analysis tasks, and propose a new workflow. We evaluate the Spinel Explorer using real-life data from two locations in Argentina: the Frontal Cordillera in Central Andes and Patagonia. We describe the new findings of the geologists which would have been much more difficult to achieve using the current workflow only. Very positive feedback from geologists confirms the usefulness of the Spinel Explorer.
NASA Astrophysics Data System (ADS)
Chen, ChuXin; Trivedi, Mohan M.
1992-03-01
This research is focused on enhancing the overall productivity of an integrated human-robot system. A simulation, animation, visualization, and interactive control (SAVIC) environment has been developed for the design and operation of an integrated robotic manipulator system. This unique system possesses the abilities for multisensor simulation, kinematics and locomotion animation, dynamic motion and manipulation animation, transformation between real and virtual modes within the same graphics system, ease in exchanging software modules and hardware devices between real and virtual world operations, and interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation, and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.
Can walking motions improve visually induced rotational self-motion illusions in virtual reality?
Riecke, Bernhard E; Freiberg, Jacob B; Grechkin, Timofey Y
2015-02-04
Illusions of self-motion (vection) can provide compelling sensations of moving through virtual environments without the need for complex motion simulators or large tracked physical walking spaces. Here we explore the interaction between biomechanical cues (stepping along a rotating circular treadmill) and visual cues (viewing simulated self-rotation) for providing stationary users a compelling sensation of rotational self-motion (circular vection). When tested individually, biomechanical and visual cues were similarly effective in eliciting self-motion illusions. However, in combination they yielded significantly more intense self-motion illusions. These findings provide the first compelling evidence that walking motions can be used to significantly enhance visually induced rotational self-motion perception in virtual environments (and vice versa) without having to provide for physical self-motion or motion platforms. This is noteworthy, as linear treadmills have been found to actually impair visually induced translational self-motion perception (Ash, Palmisano, Apthorp, & Allison, 2013). Given the predominant focus on linear walking interfaces for virtual-reality locomotion, our findings suggest that investigating circular and curvilinear walking interfaces offers a promising direction for future research and development and can help to enhance self-motion illusions, presence and immersion in virtual-reality systems. © 2015 ARVO.
Lisicki, Marco; D'Ostilio, Kevin; Erpicum, Michel; Schoenen, Jean; Magis, Delphine
2017-01-01
Background Migraine is a complex multifactorial disease that arises from the interaction between a genetic predisposition and an enabling environment. Habituation is considered as a fundamental adaptive behaviour of the nervous system that is often impaired in migraine populations. Given that migraineurs are hypersensitive to light, and that light deprivation is able to induce functional changes in the visual cortex recognizable through visual evoked potentials habituation testing, we hypothesized that regional sunlight irradiance levels could influence the results of visual evoked potentials habituation studies performed in different locations worldwide. Methods We searched the literature for visual evoked potentials habituation studies comparing healthy volunteers and episodic migraine patients and correlated their results with levels of local solar radiation. Results After reviewing the literature, 26 studies involving 1291 participants matched our inclusion criteria. Deficient visual evoked potentials habituation in episodic migraine patients was reported in 19 studies. Mean yearly sunlight irradiance was significantly higher in locations of studies reporting deficient habituation. Correlation analyses suggested that visual evoked potentials habituation decreases with increasing sunlight irradiance in migraine without aura patients. Conclusion Results from this hypothesis generating analysis suggest that variations in sunlight irradiance may induce adaptive modifications in visual processing systems that could be reflected in visual evoked potentials habituation, and thus partially account for the difference in results between studies performed in geographically distant centers. Other causal factors such as genetic differences could also play a role, and therefore well-designed prospective trials are warranted.
Visible Geology - Interactive online geologic block modelling
NASA Astrophysics Data System (ADS)
Cockett, R.
2012-12-01
Geology is a highly visual science, and many disciplines require spatial awareness and manipulation. For example, interpreting cross-sections, geologic maps, or plotting data on a stereonet all require various levels of spatial abilities. These skills are often not focused on in undergraduate geoscience curricula and many students struggle with spatial relations, manipulations, and penetrative abilities (e.g. Titus & Horsman, 2009). A newly developed program, Visible Geology, allows for students to be introduced to many geologic concepts and spatial skills in a virtual environment. Visible Geology is a web-based, three-dimensional environment where students can create and interrogate their own geologic block models. The program begins with a blank model, users then add geologic beds (with custom thickness and color) and can add geologic deformation events like tilting, folding, and faulting. Additionally, simple intrusive dikes can be modelled, as well as unconformities. Students can also explore the interaction of geology with topography by drawing elevation contours to produce their own topographic models. Students can not only spatially manipulate their model, but can create cross-sections and boreholes to practice their visual penetrative abilities. Visible Geology is easy to access and use, with no downloads required, so it can be incorporated into current, paper-based, lab activities. Sample learning activities are being developed that target introductory and structural geology curricula with learning objectives such as relative geologic history, fault characterization, apparent dip and thickness, interference folding, and stereonet interpretation. Visible Geology provides a richly interactive, and immersive environment for students to explore geologic concepts and practice their spatial skills.; Screenshot of Visible Geology showing folding and faulting interactions on a ridge topography.
Telerobotic Haptic Exploration in Art Galleries and Museums for Individuals with Visual Impairments.
Park, Chung Hyuk; Ryu, Eun-Seok; Howard, Ayanna M
2015-01-01
This paper presents a haptic telepresence system that enables visually impaired users to explore locations with rich visual observation such as art galleries and museums by using a telepresence robot, a RGB-D sensor (color and depth camera), and a haptic interface. The recent improvement on RGB-D sensors has enabled real-time access to 3D spatial information in the form of point clouds. However, the real-time representation of this data in the form of tangible haptic experience has not been challenged enough, especially in the case of telepresence for individuals with visual impairments. Thus, the proposed system addresses the real-time haptic exploration of remote 3D information through video encoding and real-time 3D haptic rendering of the remote real-world environment. This paper investigates two scenarios in haptic telepresence, i.e., mobile navigation and object exploration in a remote environment. Participants with and without visual impairments participated in our experiments based on the two scenarios, and the system performance was validated. In conclusion, the proposed framework provides a new methodology of haptic telepresence for individuals with visual impairments by providing an enhanced interactive experience where they can remotely access public places (art galleries and museums) with the aid of haptic modality and robotic telepresence.
MARA: Mathematics/Architecture Related Activities.
ERIC Educational Resources Information Center
New York State Education Dept., Albany. Bureau of Curriculum Development.
This document is designed primarily to help teachers in elementary and middle schools to teach basic skills in mathematics, the visual arts, and social interaction. The Introduction contains sections titled: (1) How and Where to Begin; (2) Orientation Exercises; (3) Discovering the Environment; (4) Toothpicks and Gumdrops; (5) A Process for the…
Effects of Virtual Manipulatives with Different Approaches on Students' Knowledge of Slope
ERIC Educational Resources Information Center
Demir, Mustafa
2018-01-01
Virtual Manipulatives (VMs) are computer-based, dynamic, and visual representations of mathematical concepts, provide interactive learning environments to advance mathematics instruction (Moyer et al., 2002). Despite their broad use, few research explored the integration of VMs into mathematics instruction (Moyer-Packenham & Westenskow, 2013).…
Primary School Pupils' Attitudes toward Learning Programming through Visual Interactive Environments
ERIC Educational Resources Information Center
Asad, Khaled; Tibi, Moanis; Raiyn, Jamal
2016-01-01
New generations are using and playing with mobile and computer applications extensively. These applications are the outcomes of programming work that involves skills, such as computational and algorithmic thinking. Learning programming is not easy for students children. In recent years, academic institutions like the Massachusetts Institute of…
DOT National Transportation Integrated Search
2003-08-01
It is now known that tire/road interaction noise is the major contributor to exterior automobile noise and establishes the background noise level in many environments. Thus, the reduction of tire/road noise is a major environmental noise issue today....
ERIC Educational Resources Information Center
Romero-Hall, Enilda; Watson, Ginger; Papelis, Yiannnis
2014-01-01
To examine the visual attention, emotional responses, learning, perceptions and attitudes of learners interacting with an animated pedagogical agent, this study compared a multimedia learning environment with an emotionally-expressive animated pedagogical agent, with a non-expressive animated pedagogical agent, and without an agent. Visual…
SCSODC: Integrating Ocean Data for Visualization Sharing and Application
NASA Astrophysics Data System (ADS)
Xu, C.; Li, S.; Wang, D.; Xie, Q.
2014-02-01
The South China Sea Ocean Data Center (SCSODC) was founded in 2010 in order to improve collecting and managing of ocean data of the South China Sea Institute of Oceanology (SCSIO). The mission of SCSODC is to ensure the long term scientific stewardship of ocean data, information and products - collected through research groups, monitoring stations and observation cruises - and to facilitate the efficient use and distribution to possible users. However, data sharing and applications were limited due to the characteristics of distribution and heterogeneity that made it difficult to integrate the data. To surmount those difficulties, the Data Sharing System has been developed by the SCSODC using the most appropriate information management and information technology. The Data Sharing System uses open standards and tools to promote the capability to integrate ocean data and to interact with other data portals or users and includes a full range of processes such as data discovery, evaluation and access combining C/S and B/S mode. It provides a visualized management interface for the data managers and a transparent and seamless data access and application environment for users. Users are allowed to access data using the client software and to access interactive visualization application interface via a web browser. The architecture, key technologies and functionality of the system are discussed briefly in this paper. It is shown that the system of SCSODC is able to implement web visualization sharing and seamless access to ocean data in a distributed and heterogeneous environment.
Virtual Reality in Neurointervention.
Ong, Chin Siang; Deib, Gerard; Yesantharao, Pooja; Qiao, Ye; Pakpoor, Jina; Hibino, Narutoshi; Hui, Ferdinand; Garcia, Juan R
2018-06-01
Virtual reality (VR) allows users to experience realistic, immersive 3D virtual environments with the depth perception and binocular field of view of real 3D settings. Newer VR technology has now allowed for interaction with 3D objects within these virtual environments through the use of VR controllers. This technical note describes our preliminary experience with VR as an adjunct tool to traditional angiographic imaging in the preprocedural workup of a patient with a complex pseudoaneurysm. Angiographic MRI data was imported and segmented to create 3D meshes of bilateral carotid vasculature. The 3D meshes were then projected into VR space, allowing the operator to inspect the carotid vasculature using a 3D VR headset as well as interact with the pseudoaneurysm (handling, rotation, magnification, and sectioning) using two VR controllers. 3D segmentation of a complex pseudoaneurysm in the distal cervical segment of the right internal carotid artery was successfully performed and projected into VR. Conventional and VR visualization modes were equally effective in identifying and classifying the pathology. VR visualization allowed the operators to manipulate the dataset to achieve a greater understanding of the anatomy of the parent vessel, the angioarchitecture of the pseudoaneurysm, and the surface contours of all visualized structures. This preliminary study demonstrates the feasibility of utilizing VR for preprocedural evaluation in patients with anatomically complex neurovascular disorders. This novel visualization approach may serve as a valuable adjunct tool in deciding patient-specific treatment plans and selection of devices prior to intervention.
KinImmerse: Macromolecular VR for NMR ensembles
Block, Jeremy N; Zielinski, David J; Chen, Vincent B; Davis, Ian W; Vinson, E Claire; Brady, Rachael; Richardson, Jane S; Richardson, David C
2009-01-01
Background In molecular applications, virtual reality (VR) and immersive virtual environments have generally been used and valued for the visual and interactive experience – to enhance intuition and communicate excitement – rather than as part of the actual research process. In contrast, this work develops a software infrastructure for research use and illustrates such use on a specific case. Methods The Syzygy open-source toolkit for VR software was used to write the KinImmerse program, which translates the molecular capabilities of the kinemage graphics format into software for display and manipulation in the DiVE (Duke immersive Virtual Environment) or other VR system. KinImmerse is supported by the flexible display construction and editing features in the KiNG kinemage viewer and it implements new forms of user interaction in the DiVE. Results In addition to molecular visualizations and navigation, KinImmerse provides a set of research tools for manipulation, identification, co-centering of multiple models, free-form 3D annotation, and output of results. The molecular research test case analyzes the local neighborhood around an individual atom within an ensemble of nuclear magnetic resonance (NMR) models, enabling immersive visual comparison of the local conformation with the local NMR experimental data, including target curves for residual dipolar couplings (RDCs). Conclusion The promise of KinImmerse for production-level molecular research in the DiVE is shown by the locally co-centered RDC visualization developed there, which gave new insights now being pursued in wider data analysis. PMID:19222844
Visual Iconic Patterns of Instant Messaging: Steps Towards Understanding Visual Conversations
NASA Astrophysics Data System (ADS)
Bays, Hillary
An Instant Messaging (IM) conversation is a dynamic communication register made up of text, images, animation and sound played out on a screen with potentially several parallel conversations and activities all within a physical environment. This article first examines how best to capture this unique gestalt using in situ recording techniques (video, screen capture, XML logs) which highlight the micro-phenomenal level of the exchange and the macro-social level of the interaction. Of particular interest are smileys first as cultural artifacts in CMC in general then as linguistic markers. A brief taxonomy of these markers is proposed in an attempt to clarify their frequency and patterns of their use. Then, focus is placed on their importance as perceptual cues which facilitate communication, while also serving as emotive and emphatic functional markers. We try to demonstrate that the use of smileys and animation is not arbitrary but an organized interactional and structured practice. Finally, we discuss how the study of visual markers in IM could inform the study of other visual conversation codes, such as sign languages, which also have co-produced, physical behavior, suggesting the possibility of a visual phonology.
Exploring 4D Flow Data in an Immersive Virtual Environment
NASA Astrophysics Data System (ADS)
Stevens, A. H.; Butkiewicz, T.
2017-12-01
Ocean models help us to understand and predict a wide range of intricate physical processes which comprise the atmospheric and oceanic systems of the Earth. Because these models output an abundance of complex time-varying three-dimensional (i.e., 4D) data, effectively conveying the myriad information from a given model poses a significant visualization challenge. The majority of the research effort into this problem has concentrated around synthesizing and examining methods for representing the data itself; by comparison, relatively few studies have looked into the potential merits of various viewing conditions and virtual environments. We seek to improve our understanding of the benefits offered by current consumer-grade virtual reality (VR) systems through an immersive, interactive 4D flow visualization system. Our dataset is a Regional Ocean Modeling System (ROMS) model representing a 12-hour tidal cycle of the currents within New Hampshire's Great Bay estuary. The model data was loaded into a custom VR particle system application using the OpenVR software library and the HTC Vive hardware, which tracks a headset and two six-degree-of-freedom (6DOF) controllers within a 5m-by-5m area. The resulting visualization system allows the user to coexist in the same virtual space as the data, enabling rapid and intuitive analysis of the flow model through natural interactions with the dataset and within the virtual environment. Whereas a traditional computer screen typically requires the user to reposition a virtual camera in the scene to obtain the desired view of the data, in virtual reality the user can simply move their head to the desired viewpoint, completely eliminating the mental context switches from data exploration/analysis to view adjustment and back. The tracked controllers become tools to quickly manipulate (reposition, reorient, and rescale) the dataset and to interrogate it by, e.g., releasing dye particles into the flow field, probing scalar velocities, placing a cutting plane through a region of interest, etc. It is hypothesized that the advantages afforded by head-tracked viewing and 6DOF interaction devices will lead to faster and more efficient examination of 4D flow data. A human factors study is currently being prepared to empirically evaluate this method of visualization and interaction.
Audio-visual affective expression recognition
NASA Astrophysics Data System (ADS)
Huang, Thomas S.; Zeng, Zhihong
2007-11-01
Automatic affective expression recognition has attracted more and more attention of researchers from different disciplines, which will significantly contribute to a new paradigm for human computer interaction (affect-sensitive interfaces, socially intelligent environments) and advance the research in the affect-related fields including psychology, psychiatry, and education. Multimodal information integration is a process that enables human to assess affective states robustly and flexibly. In order to understand the richness and subtleness of human emotion behavior, the computer should be able to integrate information from multiple sensors. We introduce in this paper our efforts toward machine understanding of audio-visual affective behavior, based on both deliberate and spontaneous displays. Some promising methods are presented to integrate information from both audio and visual modalities. Our experiments show the advantage of audio-visual fusion in affective expression recognition over audio-only or visual-only approaches.
High-frequency neural oscillations and visual processing deficits in schizophrenia
Tan, Heng-Ru May; Lana, Luiz; Uhlhaas, Peter J.
2013-01-01
Visual information is fundamental to how we understand our environment, make predictions, and interact with others. Recent research has underscored the importance of visuo-perceptual dysfunctions for cognitive deficits and pathophysiological processes in schizophrenia. In the current paper, we review evidence for the relevance of high frequency (beta/gamma) oscillations towards visuo-perceptual dysfunctions in schizophrenia. In the first part of the paper, we examine the relationship between beta/gamma band oscillations and visual processing during normal brain functioning. We then summarize EEG/MEG-studies which demonstrate reduced amplitude and synchrony of high-frequency activity during visual stimulation in schizophrenia. In the final part of the paper, we identify neurobiological correlates as well as offer perspectives for future research to stimulate further inquiry into the role of high-frequency oscillations in visual processing impairments in the disorder. PMID:24130535
2011-01-01
Background Protein interactions control the regulatory networks underlying developmental processes. The understanding of developmental complexity will, therefore, require the characterization of protein interactions within their proper environment. The bimolecular fluorescence complementation (BiFC) technology offers this possibility as it enables the direct visualization of protein interactions in living cells. However, its potential has rarely been applied in embryos of animal model organisms and was only performed under transient protein expression levels. Results Using a Hox protein partnership as a test case, we investigated the suitability of BiFC for the study of protein interactions in the living Drosophila embryo. Importantly, all BiFC parameters were established with constructs that were stably expressed under the control of endogenous promoters. Under these physiological conditions, we showed that BiFC is specific and sensitive enough to analyse dynamic protein interactions. We next used BiFC in a candidate interaction screen, which led to the identification of several Hox protein partners. Conclusion Our results establish the general suitability of BiFC for revealing and studying protein interactions in their physiological context during the rapid course of Drosophila embryonic development. PMID:21276241
NASA Technical Reports Server (NTRS)
Lawrence, Charles; Putt, Charles W.
1997-01-01
The Visual Computing Environment (VCE) is a NASA Lewis Research Center project to develop a framework for intercomponent and multidisciplinary computational simulations. Many current engineering analysis codes simulate various aspects of aircraft engine operation. For example, existing computational fluid dynamics (CFD) codes can model the airflow through individual engine components such as the inlet, compressor, combustor, turbine, or nozzle. Currently, these codes are run in isolation, making intercomponent and complete system simulations very difficult to perform. In addition, management and utilization of these engineering codes for coupled component simulations is a complex, laborious task, requiring substantial experience and effort. To facilitate multicomponent aircraft engine analysis, the CFD Research Corporation (CFDRC) is developing the VCE system. This system, which is part of NASA's Numerical Propulsion Simulation System (NPSS) program, can couple various engineering disciplines, such as CFD, structural analysis, and thermal analysis. The objectives of VCE are to (1) develop a visual computing environment for controlling the execution of individual simulation codes that are running in parallel and are distributed on heterogeneous host machines in a networked environment, (2) develop numerical coupling algorithms for interchanging boundary conditions between codes with arbitrary grid matching and different levels of dimensionality, (3) provide a graphical interface for simulation setup and control, and (4) provide tools for online visualization and plotting. VCE was designed to provide a distributed, object-oriented environment. Mechanisms are provided for creating and manipulating objects, such as grids, boundary conditions, and solution data. This environment includes parallel virtual machine (PVM) for distributed processing. Users can interactively select and couple any set of codes that have been modified to run in a parallel distributed fashion on a cluster of heterogeneous workstations. A scripting facility allows users to dictate the sequence of events that make up the particular simulation.
Visual and tactile interfaces for bi-directional human robot communication
NASA Astrophysics Data System (ADS)
Barber, Daniel; Lackey, Stephanie; Reinerman-Jones, Lauren; Hudson, Irwin
2013-05-01
Seamless integration of unmanned and systems and Soldiers in the operational environment requires robust communication capabilities. Multi-Modal Communication (MMC) facilitates achieving this goal due to redundancy and levels of communication superior to single mode interaction using auditory, visual, and tactile modalities. Visual signaling using arm and hand gestures is a natural method of communication between people. Visual signals standardized within the U.S. Army Field Manual and in use by Soldiers provide a foundation for developing gestures for human to robot communication. Emerging technologies using Inertial Measurement Units (IMU) enable classification of arm and hand gestures for communication with a robot without the requirement of line-of-sight needed by computer vision techniques. These devices improve the robustness of interpreting gestures in noisy environments and are capable of classifying signals relevant to operational tasks. Closing the communication loop between Soldiers and robots necessitates them having the ability to return equivalent messages. Existing visual signals from robots to humans typically require highly anthropomorphic features not present on military vehicles. Tactile displays tap into an unused modality for robot to human communication. Typically used for hands-free navigation and cueing, existing tactile display technologies are used to deliver equivalent visual signals from the U.S. Army Field Manual. This paper describes ongoing research to collaboratively develop tactile communication methods with Soldiers, measure classification accuracy of visual signal interfaces, and provides an integration example including two robotic platforms.
An interactive parallel programming environment applied in atmospheric science
NASA Technical Reports Server (NTRS)
vonLaszewski, G.
1996-01-01
This article introduces an interactive parallel programming environment (IPPE) that simplifies the generation and execution of parallel programs. One of the tasks of the environment is to generate message-passing parallel programs for homogeneous and heterogeneous computing platforms. The parallel programs are represented by using visual objects. This is accomplished with the help of a graphical programming editor that is implemented in Java and enables portability to a wide variety of computer platforms. In contrast to other graphical programming systems, reusable parts of the programs can be stored in a program library to support rapid prototyping. In addition, runtime performance data on different computing platforms is collected in a database. A selection process determines dynamically the software and the hardware platform to be used to solve the problem in minimal wall-clock time. The environment is currently being tested on a Grand Challenge problem, the NASA four-dimensional data assimilation system.
Virtual reality in anxiety disorders: the past and the future.
Gorini, Alessandra; Riva, Giuseppe
2008-02-01
One of the most effective treatments of anxiety is exposure therapy: a person is exposed to specific feared situations or objects that trigger anxiety. This exposure process may be done through actual exposure, with visualization, by imagination or using virtual reality (VR), that provides users with computer simulated environments with and within which they can interact. VR is made possible by the capability of computers to synthesize a 3D graphical environment from numerical data. Furthermore, because input devices sense the subject's reactions and motions, the computer can modify the synthetic environment accordingly, creating the illusion of interacting with, and thus being immersed within the environment. Starting from 1995, different experimental studies have been conducted in order to investigate the effect of VR exposure in the treatment of subclinical fears and anxiety disorders. This review will discuss their outcome and provide guidelines for the use of VR exposure for the treatment of anxious patients.
A method for fast energy estimation and visualization of protein-ligand interaction
NASA Astrophysics Data System (ADS)
Tomioka, Nobuo; Itai, Akiko; Iitaka, Yoichi
1987-10-01
A new computational and graphical method for facilitating ligand-protein docking studies is developed on a three-dimensional computer graphics display. Various physical and chemical properties inside the ligand binding pocket of a receptor protein, whose structure is elucidated by X-ray crystal analysis, are calculated on three-dimensional grid points and are stored in advance. By utilizing those tabulated data, it is possible to estimate the non-bonded and electrostatic interaction energy and the number of possible hydrogen bonds between protein and ligand molecules in real time during an interactive docking operation. The method also provides a comprehensive visualization of the local environment inside the binding pocket. With this method, it becomes easier to find a roughly stable geometry of ligand molecules, and one can therefore make a rapid survey of the binding capability of many drug candidates. The method will be useful for drug design as well as for the examination of protein-ligand interactions.
Dynamic Stimuli And Active Processing In Human Visual Perception
NASA Astrophysics Data System (ADS)
Haber, Ralph N.
1990-03-01
Theories of visual perception traditionally have considered a static retinal image to be the starting point for processing; and has considered processing both to be passive and a literal translation of that frozen, two dimensional, pictorial image. This paper considers five problem areas in the analysis of human visually guided locomotion, in which the traditional approach is contrasted to newer ones that utilize dynamic definitions of stimulation, and an active perceiver: (1) differentiation between object motion and self motion, and among the various kinds of self motion (e.g., eyes only, head only, whole body, and their combinations); (2) the sources and contents of visual information that guide movement; (3) the acquisition and performance of perceptual motor skills; (4) the nature of spatial representations, percepts, and the perceived layout of space; and (5) and why the retinal image is a poor starting point for perceptual processing. These newer approaches argue that stimuli must be considered as dynamic: humans process the systematic changes in patterned light when objects move and when they themselves move. Furthermore, the processing of visual stimuli must be active and interactive, so that perceivers can construct panoramic and stable percepts from an interaction of stimulus information and expectancies of what is contained in the visual environment. These developments all suggest a very different approach to the computational analyses of object location and identification, and of the visual guidance of locomotion.
Haptic interfaces: Hardware, software and human performance
NASA Technical Reports Server (NTRS)
Srinivasan, Mandayam A.
1995-01-01
Virtual environments are computer-generated synthetic environments with which a human user can interact to perform a wide variety of perceptual and motor tasks. At present, most of the virtual environment systems engage only the visual and auditory senses, and not the haptic sensorimotor system that conveys the sense of touch and feel of objects in the environment. Computer keyboards, mice, and trackballs constitute relatively simple haptic interfaces. Gloves and exoskeletons that track hand postures have more interaction capabilities and are available in the market. Although desktop and wearable force-reflecting devices have been built and implemented in research laboratories, the current capabilities of such devices are quite limited. To realize the full promise of virtual environments and teleoperation of remote systems, further developments of haptic interfaces are critical. In this paper, the status and research needs in human haptics, technology development and interactions between the two are described. In particular, the excellent performance characteristics of Phantom, a haptic interface recently developed at MIT, are highlighted. Realistic sensations of single point of contact interactions with objects of variable geometry (e.g., smooth, textured, polyhedral) and material properties (e.g., friction, impedance) in the context of a variety of tasks (e.g., needle biopsy, switch panels) achieved through this device are described and the associated issues in haptic rendering are discussed.
Bombari, Dario; Schmid Mast, Marianne; Canadas, Elena; Bachmann, Manuel
2015-01-01
The goal of the present review is to explain how immersive virtual environment technology (IVET) can be used for the study of social interactions and how the use of virtual humans in immersive virtual environments can advance research and application in many different fields. Researchers studying individual differences in social interactions are typically interested in keeping the behavior and the appearance of the interaction partner constant across participants. With IVET researchers have full control over the interaction partners, can standardize them while still keeping the simulation realistic. Virtual simulations are valid: growing evidence shows that indeed studies conducted with IVET can replicate some well-known findings of social psychology. Moreover, IVET allows researchers to subtly manipulate characteristics of the environment (e.g., visual cues to prime participants) or of the social partner (e.g., his/her race) to investigate their influences on participants’ behavior and cognition. Furthermore, manipulations that would be difficult or impossible in real life (e.g., changing participants’ height) can be easily obtained with IVET. Beside the advantages for theoretical research, we explore the most recent training and clinical applications of IVET, its integration with other technologies (e.g., social sensing) and future challenges for researchers (e.g., making the communication between virtual humans and participants smoother). PMID:26157414
Bombari, Dario; Schmid Mast, Marianne; Canadas, Elena; Bachmann, Manuel
2015-01-01
The goal of the present review is to explain how immersive virtual environment technology (IVET) can be used for the study of social interactions and how the use of virtual humans in immersive virtual environments can advance research and application in many different fields. Researchers studying individual differences in social interactions are typically interested in keeping the behavior and the appearance of the interaction partner constant across participants. With IVET researchers have full control over the interaction partners, can standardize them while still keeping the simulation realistic. Virtual simulations are valid: growing evidence shows that indeed studies conducted with IVET can replicate some well-known findings of social psychology. Moreover, IVET allows researchers to subtly manipulate characteristics of the environment (e.g., visual cues to prime participants) or of the social partner (e.g., his/her race) to investigate their influences on participants' behavior and cognition. Furthermore, manipulations that would be difficult or impossible in real life (e.g., changing participants' height) can be easily obtained with IVET. Beside the advantages for theoretical research, we explore the most recent training and clinical applications of IVET, its integration with other technologies (e.g., social sensing) and future challenges for researchers (e.g., making the communication between virtual humans and participants smoother).
Filling gaps in visual motion for target capture
Bosco, Gianfranco; Delle Monache, Sergio; Gravano, Silvio; Indovina, Iole; La Scaleia, Barbara; Maffei, Vincenzo; Zago, Myrka; Lacquaniti, Francesco
2015-01-01
A remarkable challenge our brain must face constantly when interacting with the environment is represented by ambiguous and, at times, even missing sensory information. This is particularly compelling for visual information, being the main sensory system we rely upon to gather cues about the external world. It is not uncommon, for example, that objects catching our attention may disappear temporarily from view, occluded by visual obstacles in the foreground. Nevertheless, we are often able to keep our gaze on them throughout the occlusion or even catch them on the fly in the face of the transient lack of visual motion information. This implies that the brain can fill the gaps of missing sensory information by extrapolating the object motion through the occlusion. In recent years, much experimental evidence has been accumulated that both perceptual and motor processes exploit visual motion extrapolation mechanisms. Moreover, neurophysiological and neuroimaging studies have identified brain regions potentially involved in the predictive representation of the occluded target motion. Within this framework, ocular pursuit and manual interceptive behavior have proven to be useful experimental models for investigating visual extrapolation mechanisms. Studies in these fields have pointed out that visual motion extrapolation processes depend on manifold information related to short-term memory representations of the target motion before the occlusion, as well as to longer term representations derived from previous experience with the environment. We will review recent oculomotor and manual interception literature to provide up-to-date views on the neurophysiological underpinnings of visual motion extrapolation. PMID:25755637
Filling gaps in visual motion for target capture.
Bosco, Gianfranco; Monache, Sergio Delle; Gravano, Silvio; Indovina, Iole; La Scaleia, Barbara; Maffei, Vincenzo; Zago, Myrka; Lacquaniti, Francesco
2015-01-01
A remarkable challenge our brain must face constantly when interacting with the environment is represented by ambiguous and, at times, even missing sensory information. This is particularly compelling for visual information, being the main sensory system we rely upon to gather cues about the external world. It is not uncommon, for example, that objects catching our attention may disappear temporarily from view, occluded by visual obstacles in the foreground. Nevertheless, we are often able to keep our gaze on them throughout the occlusion or even catch them on the fly in the face of the transient lack of visual motion information. This implies that the brain can fill the gaps of missing sensory information by extrapolating the object motion through the occlusion. In recent years, much experimental evidence has been accumulated that both perceptual and motor processes exploit visual motion extrapolation mechanisms. Moreover, neurophysiological and neuroimaging studies have identified brain regions potentially involved in the predictive representation of the occluded target motion. Within this framework, ocular pursuit and manual interceptive behavior have proven to be useful experimental models for investigating visual extrapolation mechanisms. Studies in these fields have pointed out that visual motion extrapolation processes depend on manifold information related to short-term memory representations of the target motion before the occlusion, as well as to longer term representations derived from previous experience with the environment. We will review recent oculomotor and manual interception literature to provide up-to-date views on the neurophysiological underpinnings of visual motion extrapolation.
SimITK: rapid ITK prototyping using the Simulink visual programming environment
NASA Astrophysics Data System (ADS)
Dickinson, A. W. L.; Mousavi, P.; Gobbi, D. G.; Abolmaesumi, P.
2011-03-01
The Insight Segmentation and Registration Toolkit (ITK) is a long-established, software package used for image analysis, visualization, and image-guided surgery applications. This package is a collection of C++ libraries, that can pose usability problems for users without C++ programming experience. To bridge the gap between the programming complexities and the required learning curve of ITK, we present a higher-level visual programming environment that represents ITK methods and classes by wrapping them into "blocks" within MATLAB's visual programming environment, Simulink. These blocks can be connected to form workflows: visual schematics that closely represent the structure of a C++ program. Due to the heavily C++ templated nature of ITK, direct interaction between Simulink and ITK requires an intermediary to convert their respective datatypes and allow intercommunication. We have developed a "Virtual Block" that serves as an intermediate wrapper around the ITK class and is responsible for resolving the templated datatypes used by ITK to native types used by Simulink. Presently, the wrapping procedure for SimITK is semi-automatic in that it requires XML descriptions of the ITK classes as a starting point, as this data is used to create all other necessary integration files. The generation of all source code and object code from the XML is done automatically by a CMake build script that yields Simulink blocks as the final result. An example 3D segmentation workflow using cranial-CT data as well as a 3D MR-to-CT registration workflow are presented as a proof-of-concept.
NASA Astrophysics Data System (ADS)
Kobayashi, Hayato; Osaki, Tsugutoyo; Okuyama, Tetsuro; Gramm, Joshua; Ishino, Akira; Shinohara, Ayumi
This paper describes an interactive experimental environment for autonomous soccer robots, which is a soccer field augmented by utilizing camera input and projector output. This environment, in a sense, plays an intermediate role between simulated environments and real environments. We can simulate some parts of real environments, e.g., real objects such as robots or a ball, and reflect simulated data into the real environments, e.g., to visualize the positions on the field, so as to create a situation that allows easy debugging of robot programs. The significant point compared with analogous work is that virtual objects are touchable in this system owing to projectors. We also show the portable version of our system that does not require ceiling cameras. As an application in the augmented environment, we address the learning of goalie strategies on real quadruped robots in penalty kicks. We make our robots utilize virtual balls in order to perform only quadruped locomotion in real environments, which is quite difficult to simulate accurately. Our robots autonomously learn and acquire more beneficial strategies without human intervention in our augmented environment than those in a fully simulated environment.
Nagaie, Satoshi; Ogishima, Soichi; Nakaya, Jun; Tanaka, Hiroshi
2015-01-01
Genome-wide association studies (GWAS) and linkage analysis has identified many single nucleotide polymorphisms (SNPs) related to disease. There are many unknown SNPs whose minor allele frequencies (MAFs) as low as 0.005 having intermediate effects with odds ratio between 1.5~3.0. Low frequency variants having intermediate effects on disease pathogenesis are believed to have complex interactions with environmental factors called gene-environment interactions (GxE). Hence, we describe a model using 3D Manhattan plot called GxE landscape plot to visualize the association of p-values for gene-environment interactions (GxE). We used the Gene-Environment iNteraction Simulator 2 (GENS2) program to simulate interactions between two genetic loci and one environmental factor in this exercise. The dataset used for training contains disease status, gender, 20 environmental exposures and 100 genotypes for 170 subjects, and p-values were calculated by Cochran-Mantel-Haenszel chi-squared test on known data. Subsequently, we created a 3D GxE landscape plot of negative logarithm of the association of p-values for all the possible combinations of genetic and environmental factors with their hierarchical clustering. Thus, the GxE landscape plot is a valuable model to predict association of p-values for GxE and similarity among genotypes and environments in the context of disease pathogenesis. GxE - Gene-environment interactions, GWAS - Genome-wide association study, MAFs - Minor allele frequencies, SNPs - Single nucleotide polymorphisms, EWAS - Environment-wide association study, FDR - False discovery rate, JPT+CHB - HapMap population of Japanese in Tokyo, Japan - Han Chinese in Beijing.
Feature diagnosticity and task context shape activity in human scene-selective cortex.
Lowe, Matthew X; Gallivan, Jason P; Ferber, Susanne; Cant, Jonathan S
2016-01-15
Scenes are constructed from multiple visual features, yet previous research investigating scene processing has often focused on the contributions of single features in isolation. In the real world, features rarely exist independently of one another and likely converge to inform scene identity in unique ways. Here, we utilize fMRI and pattern classification techniques to examine the interactions between task context (i.e., attend to diagnostic global scene features; texture or layout) and high-level scene attributes (content and spatial boundary) to test the novel hypothesis that scene-selective cortex represents multiple visual features, the importance of which varies according to their diagnostic relevance across scene categories and task demands. Our results show for the first time that scene representations are driven by interactions between multiple visual features and high-level scene attributes. Specifically, univariate analysis of scene-selective cortex revealed that task context and feature diagnosticity shape activity differentially across scene categories. Examination using multivariate decoding methods revealed results consistent with univariate findings, but also evidence for an interaction between high-level scene attributes and diagnostic visual features within scene categories. Critically, these findings suggest visual feature representations are not distributed uniformly across scene categories but are shaped by task context and feature diagnosticity. Thus, we propose that scene-selective cortex constructs a flexible representation of the environment by integrating multiple diagnostically relevant visual features, the nature of which varies according to the particular scene being perceived and the goals of the observer. Copyright © 2015 Elsevier Inc. All rights reserved.
An Object-Oriented Python Implementation of an Intermediate-Level Atmospheric Model
NASA Astrophysics Data System (ADS)
Lin, J. W.
2008-12-01
The Neelin-Zeng Quasi-equilibrium Tropical Circulation Model (QTCM1) is a Fortran-based intermediate-level atmospheric model that includes simplified treatments of several physical processes, including a GCM-like convective scheme and a land-surface scheme with representations of different surface types, evaporation, and soil moisture. This model has been used in studies of the Madden-Julian oscillation, ENSO, and vegetation-atmosphere interaction effects on climate. Through the assumption of convective quasi-equilibrium in the troposphere, the QTCM1 is able to include full nonlinearity, resolve baroclinic disturbances, and generate a reasonable climatology, all at low computational cost. One year of simulation on a PC at 5.625 × 3.75 degree longitude-latitude resolution takes under three minutes of wall-clock time. The Python package qtcm implements the QTCM1 in a mixed-language environment that retains the speed of compiled Fortran while providing the benefits of Python's object-oriented framework and robust suite of utilities and datatypes. We describe key programming constructs used to create this modeling environment: the decomposition of model runs into Python objects, providing methods so visualization tools are attached to model runs, and the use of Python's mutable datatypes (lists and dictionaries) to implement the "run list" entity, which enables total runtime control of subroutine execution order and content. The result is an interactive modeling environment where the traditional sequence of "hypothesis → modeling → visualization and analysis" is opened up and made nonlinear and flexible. In this environment, science tasks such as parameter-space exploration and testing alternative parameterizations can be easily automated, without the need for multiple versions of the model code interacting with a bevy of makefiles and shell scripts. The environment also simplifies interfacing of the atmospheric model to other models (e.g., hydrologic models, statistical models) and analysis tools. The tools developed for this package can be adapted to create similar environments for hydrologic models.
Contributions of local speech encoding and functional connectivity to audio-visual speech perception
Giordano, Bruno L; Ince, Robin A A; Gross, Joachim; Schyns, Philippe G; Panzeri, Stefano; Kayser, Christoph
2017-01-01
Seeing a speaker’s face enhances speech intelligibility in adverse environments. We investigated the underlying network mechanisms by quantifying local speech representations and directed connectivity in MEG data obtained while human participants listened to speech of varying acoustic SNR and visual context. During high acoustic SNR speech encoding by temporally entrained brain activity was strong in temporal and inferior frontal cortex, while during low SNR strong entrainment emerged in premotor and superior frontal cortex. These changes in local encoding were accompanied by changes in directed connectivity along the ventral stream and the auditory-premotor axis. Importantly, the behavioral benefit arising from seeing the speaker’s face was not predicted by changes in local encoding but rather by enhanced functional connectivity between temporal and inferior frontal cortex. Our results demonstrate a role of auditory-frontal interactions in visual speech representations and suggest that functional connectivity along the ventral pathway facilitates speech comprehension in multisensory environments. DOI: http://dx.doi.org/10.7554/eLife.24763.001 PMID:28590903
Spatial Learning Using Locomotion Interface to Virtual Environment
ERIC Educational Resources Information Center
Patel, K. K.; Vij, S.
2012-01-01
The inability to navigate independently and interact with the wider world is one of the most significant handicaps that can be caused by blindness, second only to the inability to communicate through reading and writing. Many difficulties are encountered when visually impaired people (VIP) need to visit new and unknown places. Current speech or…
ERIC Educational Resources Information Center
Romero-Hall, E.; Watson, G. S.; Adcock, A.; Bliss, J.; Adams Tufts, K.
2016-01-01
This research assessed how emotive animated agents in a simulation-based training affect the performance outcomes and perceptions of the individuals interacting in real time with the training application. A total of 56 participants consented to complete the study. The material for this investigation included a nursing simulation in which…
The U.S Environmental Protection Agency’s (EPA) stated mission is to protect human health and the environment. A big part of our activities directed at fulfilling our mission directly involve using data. Environmental analysis, activity planning and communication are just a few o...
ERIC Educational Resources Information Center
Arrabal-Campos, Francisco M.; Cortés-Villena, Alejandro; Fernández, Ignacio
2017-01-01
This paper presents a programming project named NMRviewer that allows students to visualize transformed and processed 1 H NMR data in an accessible, interactive format while allowing instructors to incorporate programming content into the chemistry curricula. Using the MATLAB graphical user interface development environment (GUIDE), students can…
The Effects of Animated Agents on Students' Achievement and Attitudes
ERIC Educational Resources Information Center
Unal-Colak, Figen; Ozan, Ozlem
2012-01-01
Animated agents are electronic agents that interact with learners through voice, visuals or text and that carry human-like characteristics such as gestures and facial expressions with the purpose of creating a social learning environment, and provide information and guidance and when required feedback and motivation to students during their…
ERIC Educational Resources Information Center
Lee, Mark J. W.; Pradhan, Sunam; Dalgarno, Barney
2008-01-01
Modern information technology and computer science curricula employ a variety of graphical tools and development environments to facilitate student learning of introductory programming concepts and techniques. While the provision of interactive features and the use of visualization can enhance students' understanding and assist them in grasping…
YASS: A System Simulator for Operating System and Computer Architecture Teaching and Learning
ERIC Educational Resources Information Center
Mustafa, Besim
2013-01-01
A highly interactive, integrated and multi-level simulator has been developed specifically to support both the teachers and the learners of modern computer technologies at undergraduate level. The simulator provides a highly visual and user configurable environment with many pedagogical features aimed at facilitating deep understanding of concepts…
Middle School Students' Mathematics Knowledge Retention: Online or Face-To-Face Environments
ERIC Educational Resources Information Center
Edwards, Clayton M.; Rule, Audrey C.; Boody, Robert M.
2017-01-01
Educators seek to develop students' mathematical knowledge retention to increase student efficacy in follow-on classwork, improvement of test scores, attainment of standards, and preparation for careers. Interactive visuals, feedback during problem solving, and incorporation of higher-order thinking skills are known to increase retention, but a…
Cooperative Learning Technique through Internet Based Education: A Model Proposal
ERIC Educational Resources Information Center
Ozkan, Hasan Huseyin
2010-01-01
Internet is gradually becoming the most valuable learning environment for the people which form the information society. That the internet provides written, oral and visual communication between the participants who are at different places, that it enables the students' interaction with other students and teachers, and that it does these so fast…
A texture-based framework for improving CFD data visualization in a virtual environment
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bivins, Gerrick O'Ron
2005-01-01
In the field of computational fluid dynamics (CFD) accurate representations of fluid phenomena can be simulated hut require large amounts of data to represent the flow domain. Most datasets generated from a CFD simulation can be coarse, ~10,000 nodes or cells, or very fine with node counts on the order of 1,000,000. A typical dataset solution can also contain multiple solutions for each node, pertaining to various properties of the flow at a particular node. Scalar properties such as density, temperature, pressure, and velocity magnitude are properties that are typically calculated and stored in a dataset solution. Solutions are notmore » limited to just scalar properties. Vector quantities, such as velocity, are also often calculated and stored for a CFD simulation. Accessing all of this data efficiently during runtime is a key problem for visualization in an interactive application. Understanding simulation solutions requires a post-processing tool to convert the data into something more meaningful. Ideally, the application would present an interactive visual representation of the numerical data for any dataset that was simulated while maintaining the accuracy of the calculated solution. Most CFD applications currently sacrifice interactivity for accuracy, yielding highly detailed flow descriptions hut limiting interaction for investigating the field.« less
A texture-based frameowrk for improving CFD data visualization in a virtual environment
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bivins, Gerrick O'Ron
2005-01-01
In the field of computational fluid dynamics (CFD) accurate representations of fluid phenomena can be simulated but require large amounts of data to represent the flow domain. Most datasets generated from a CFD simulation can be coarse, ~ 10,000 nodes or cells, or very fine with node counts on the order of 1,000,000. A typical dataset solution can also contain multiple solutions for each node, pertaining to various properties of the flow at a particular node. Scalar properties such as density, temperature, pressure, and velocity magnitude are properties that are typically calculated and stored in a dataset solution. Solutions aremore » not limited to just scalar properties. Vector quantities, such as velocity, are also often calculated and stored for a CFD simulation. Accessing all of this data efficiently during runtime is a key problem for visualization in an interactive application. Understanding simulation solutions requires a post-processing tool to convert the data into something more meaningful. Ideally, the application would present an interactive visual representation of the numerical data for any dataset that was simulated while maintaining the accuracy of the calculated solution. Most CFD applications currently sacrifice interactivity for accuracy, yielding highly detailed flow descriptions but limiting interaction for investigating the field.« less
Information Management for a Large Multidisciplinary Project
NASA Technical Reports Server (NTRS)
Jones, Kennie H.; Randall, Donald P.; Cronin, Catherine K.
1992-01-01
In 1989, NASA's Langley Research Center (LaRC) initiated the High-Speed Airframe Integration Research (HiSAIR) Program to develop and demonstrate an integrated environment for high-speed aircraft design using advanced multidisciplinary analysis and optimization procedures. The major goals of this program were to evolve the interactions among disciplines and promote sharing of information, to provide a timely exchange of information among aeronautical disciplines, and to increase the awareness of the effects each discipline has upon other disciplines. LaRC historically has emphasized the advancement of analysis techniques. HiSAIR was founded to synthesize these advanced methods into a multidisciplinary design process emphasizing information feedback among disciplines and optimization. Crucial to the development of such an environment are the definition of the required data exchanges and the methodology for both recording the information and providing the exchanges in a timely manner. These requirements demand extensive use of data management techniques, graphic visualization, and interactive computing. HiSAIR represents the first attempt at LaRC to promote interdisciplinary information exchange on a large scale using advanced data management methodologies combined with state-of-the-art, scientific visualization techniques on graphics workstations in a distributed computing environment. The subject of this paper is the development of the data management system for HiSAIR.
Gait adaptability training is affected by visual dependency.
Brady, Rachel A; Peters, Brian T; Batson, Crystal D; Ploutz-Snyder, Robert; Mulavara, Ajitkumar P; Bloomberg, Jacob J
2012-07-01
As part of a larger gait adaptability training study, we designed a program that presented combinations of visual flow and support-surface manipulations to investigate the response of healthy adults to walking on a treadmill in novel discordant sensorimotor conditions. A visual dependence score was determined for each subject, and this score was used to explore how visual dependency was linked to locomotor performance (1) during three training sessions and (2) in a new discordant environment presented at the conclusion of training. Performance measures included reaction time (RT), stride frequency (SF), and heart rate (HR), which respectively served as indicators of cognitive load, postural stability, and anxiety. We hypothesized that training would affect performance measures differently for highly visually dependent individuals than for their less visually dependent counterparts. A seemingly unrelated estimation analysis of RT, SF, and HR revealed a significant omnibus interaction of visual dependency by session (p < 0.001), suggesting that the magnitude of differences in these measures across training day 1 (TD1), training day 3 (TD3), and exposure to a novel test is dependent on subjects' levels of visual dependency. The RT result, in particular, suggested that highly visually dependent subjects successfully trained to one set of sensory discordant conditions but were unable to apply their adapted skills when introduced to a new sensory discordant environment. This finding augments rationale for developing customized gait training programs that are tailored to an individual. It highlights one factor--personal level of visual dependency--to consider when designing training conditions for a subject or patient. Finally, the link between visual dependency and locomotor performance may offer predictive insight regarding which subjects in a normal population will require more training when preparing for specific novel locomotor conditions.
Louveton, N; McCall, R; Koenig, V; Avanesov, T; Engel, T
2016-05-01
Innovative in-car applications provided on smartphones can deliver real-time alternative mobility choices and subsequently generate visual-manual demand. Prior studies have found that multi-touch gestures such as kinetic scrolling are problematic in this respect. In this study we evaluate three prototype tasks which can be found in common mobile interaction use-cases. In a repeated-measures design, 29 participants interacted with the prototypes in a car-following task within a driving simulator environment. Task completion, driving performance and eye gaze have been analysed. We found that the slider widget used in the filtering task was too demanding and led to poor performance, while kinetic scrolling generated a comparable amount of visual distraction despite it requiring a lower degree of finger pointing accuracy. We discuss how to improve continuous list browsing in a dual-task context. Copyright © 2016 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Disentangling the intragroup HI in Compact Groups of galaxies by means of X3D visualization
NASA Astrophysics Data System (ADS)
Verdes-Montenegro, Lourdes; Vogt, Frederic; Aubery, Claire; Duret, Laetitie; Garrido, Julián; Sánchez, Susana; Yun, Min S.; Borthakur, Sanchayeeta; Hess, Kelley; Cluver, Michelle; Del Olmo, Ascensión; Perea, Jaime
2017-03-01
As an extreme kind of environment, Hickson Compact groups (HCGs) have shown to be very complex systems. HI-VLA observations revealed an intrincated network of HI tails and bridges, tracing pre-processing through extreme tidal interactions. We found HCGs to show a large HI deficiency supporting an evolutionary sequence where gas-rich groups transform via tidal interactions and ISM (interstellar medium) stripping into gas-poor systems. We detected as well a diffuse HI component in the groups, increasing with evolutionary phase, although with uncertain distribution. The complex net of detected HI as observed with the VLA seems hence so puzzling as the missing one. In this talk we revisit the existing VLA information on the HI distribution and kinematics of HCGs by means of X3D visualization. X3D constitutes a powerful tool to extract the most from HI data cubes and a mean of simplifying and easing the access to data visualization and publication via three-dimensional (3-D) diagrams.
Using WorldWide Telescope in Observing, Research and Presentation
NASA Astrophysics Data System (ADS)
Roberts, Douglas A.; Fay, J.
2014-01-01
WorldWide Telescope (WWT) is free software that enables researchers to interactively explore observational data using a user-friendly interface. Reference, all-sky datasets and pointed observations are available as layers along with the ability to easily overlay additional FITS images and catalog data. Connections to the Astrophysics Data System (ADS) are included which enable visual investigation using WWT to drive document searches in ADS. WWT can be used to capture and share visual exploration with colleagues during observational planning and analysis. Finally, researchers can use WorldWide Telescope to create videos for professional, education and outreach presentations. I will conclude with an example of how I have used WWT in a research project. Specifically, I will discuss how WorldWide Telescope helped our group to prepare for radio observations and following them, in the analysis of multi-wavelength data taken in the inner parsec of the Galaxy. A concluding video will show how WWT brought together disparate datasets in a unified interactive visualization environment.
The ‘when’ parietal pathway explored by lesion studies
Battelli, Lorella; Walsh, Vincent; Pascual-Leone, Alvaro; Cavanagh, Patrick
2016-01-01
Summary The perception of events in space and time is at the root of our interactions with the environment. The precision with which we perceive visual events in time enables us to act upon objects with great accuracy and the loss of such functions, due to brain lesions can be catastrophic. We outline a visual timing mechanism that deals with the trajectory of an object’s existence across time, a critical function when keeping track of multiple objects that temporally overlap or occur sequentially. Recent evidence suggests these functions are served by an extended network of areas which we call the ‘when’ pathway. Here we show that the when pathway is distinct from and interacts with, the well established ‘where’ and ‘what’ pathways. PMID:18708141
Supporting students' knowledge integration with technology-enhanced inquiry curricula
NASA Astrophysics Data System (ADS)
Chiu, Jennifer Lopseen
Dynamic visualizations of scientific phenomena have the potential to transform how students learn and understand science. Dynamic visualizations enable interaction and experimentation with unobservable atomic-level phenomena. A series of studies clarify the conditions under which embedding dynamic visualizations in technology-enhanced inquiry instruction can help students develop robust and durable chemistry knowledge. Using the knowledge integration perspective, I designed Chemical Reactions, a technology-enhanced curriculum unit, with a partnership of teachers, educational researchers, and chemists. This unit guides students in an exploration of how energy and chemical reactions relate to climate change. It uses powerful dynamic visualizations to connect atomic level interactions to the accumulation of greenhouse gases. The series of studies were conducted in typical classrooms in eleven high schools across the country. This dissertation describes four studies that contribute to understanding of how visualizations can be used to transform chemistry learning. The efficacy study investigated the impact of the Chemical Reactions unit compared to traditional instruction using pre-, post- and delayed posttest assessments. The self-monitoring study used self-ratings in combination with embedded assessments to explore how explanation prompts help students learn from dynamic visualizations. The self-regulation study used log files of students' interactions with the learning environment to investigate how external feedback and explanation prompts influence students' exploration of dynamic visualizations. The explanation study compared specific and general explanation prompts to explore the processes by which explanations benefit learning with dynamic visualizations. These studies delineate the conditions under which dynamic visualizations embedded in inquiry instruction can enhance student outcomes. The studies reveal that visualizations can be deceptively clear, deterring learners from exploring details. Asking students to generate explanations helps them realize what they don't understand and can spur students to revisit visualizations to remedy gaps in their knowledge. The studies demonstrate that science instruction focused on complex topics can succeed by combining visualizations with generative activities to encourage knowledge integration. Students are more successful at monitoring their progress and remedying gaps in knowledge when required to distinguish among alternative explanations. The results inform the design of technology-enhanced science instruction for typical classrooms.
The Synergistic Engineering Environment
NASA Technical Reports Server (NTRS)
Cruz, Jonathan
2006-01-01
The Synergistic Engineering Environment (SEE) is a system of software dedicated to aiding the understanding of space mission operations. The SEE can integrate disparate sets of data with analytical capabilities, geometric models of spacecraft, and a visualization environment, all contributing to the creation of an interactive simulation of spacecraft. Initially designed to satisfy needs pertaining to the International Space Station, the SEE has been broadened in scope to include spacecraft ranging from those in low orbit around the Earth to those on deep-space missions. The SEE includes analytical capabilities in rigid-body dynamics, kinematics, orbital mechanics, and payload operations. These capabilities enable a user to perform real-time interactive engineering analyses focusing on diverse aspects of operations, including flight attitudes and maneuvers, docking of visiting spacecraft, robotic operations, impingement of spacecraft-engine exhaust plumes, obscuration of instrumentation fields of view, communications, and alternative assembly configurations. .
NASA Astrophysics Data System (ADS)
Giorgino, Toni
2014-03-01
PLUMED-GUI is an interactive environment to develop and test complex PLUMED scripts within the Visual Molecular Dynamics (VMD) environment. Computational biophysicists can take advantage of both PLUMED’s rich syntax to define collective variables (CVs) and VMD’s chemically-aware atom selection language, while working within a natural point-and-click interface. Pre-defined templates and syntax mnemonics facilitate the definition of well-known reaction coordinates. Complex CVs, e.g. involving reference snapshots used for RMSD or native contacts calculations, can be built through dialogs that provide a synoptic view of the available options. Scripts can be either exported for use in simulation programs, or evaluated on the currently loaded molecular trajectories. Script development takes place without leaving VMD, thus enabling an incremental try-see-modify development model for molecular metrics.
Infusion of a Gaming Paradigm into Computer-Aided Engineering Design Tools
2012-05-03
Virtual Test Bed (VTB), and the gaming tool, Unity3D . This hybrid gaming environment coupled a three-dimensional (3D) multibody vehicle system model...from Google Earth to the 3D visual front-end fabricated around Unity3D . The hybrid environment was sufficiently developed to support analyses of the...ndFr Cti3r4 G’OjrdFr ctior-2 The VTB simulation of the vehicle dynamics ran concurrently with and interacted with the gaming engine, Unity3D which
Real-time visual mosaicking and navigation on the seafloor
NASA Astrophysics Data System (ADS)
Richmond, Kristof
Remote robotic exploration holds vast potential for gaining knowledge about extreme environments accessible to humans only with great difficulty. Robotic explorers have been sent to other solar system bodies, and on this planet into inaccessible areas such as caves and volcanoes. In fact, the largest unexplored land area on earth lies hidden in the airless cold and intense pressure of the ocean depths. Exploration in the oceans is further hindered by water's high absorption of electromagnetic radiation, which both inhibits remote sensing from the surface, and limits communications with the bottom. The Earth's oceans thus provide an attractive target for developing remote exploration capabilities. As a result, numerous robotic vehicles now routinely survey this environment, from remotely operated vehicles piloted over tethers from the surface to torpedo-shaped autonomous underwater vehicles surveying the mid-waters. However, these vehicles are limited in their ability to navigate relative to their environment. This limits their ability to return to sites with precision without the use of external navigation aids, and to maneuver near and interact with objects autonomously in the water and on the sea floor. The enabling of environment-relative positioning on fully autonomous underwater vehicles will greatly extend their power and utility for remote exploration in the furthest reaches of the Earth's waters---even under ice and under ground---and eventually in extraterrestrial liquid environments such as Europa's oceans. This thesis presents an operational, fielded system for visual navigation of underwater robotic vehicles in unexplored areas of the seafloor. The system does not depend on external sensing systems, using only instruments on board the vehicle. As an area is explored, a camera is used to capture images and a composite view, or visual mosaic, of the ocean bottom is created in real time. Side-to-side visual registration of images is combined with dead-reckoned navigation information in a framework allowing the creation and updating of large, locally consistent mosaics. These mosaics are used as maps in which the vehicle can navigate and localize itself with respect to points in the environment. The system achieves real-time performance in several ways. First, wherever possible, direct sensing of motion parameters is used in place of extracting them from visual data. Second, trajectories are chosen to enable a hierarchical search for side-to-side links which limits the amount of searching performed without sacrificing robustness. Finally, the map estimation is formulated as a sparse, linear information filter allowing rapid updating of large maps. The visual navigation enabled by the work in this thesis represents a new capability for remotely operated vehicles, and an enabling capability for a new generation of autonomous vehicles which explore and interact with remote, unknown and unstructured underwater environments. The real-time mosaic can be used on current tethered vehicles to create pilot aids and provide a vehicle user with situational awareness of the local environment and the position of the vehicle within it. For autonomous vehicles, the visual navigation system enables precise environment-relative positioning and mapping, without requiring external navigation systems, opening the way for ever-expanding autonomous exploration capabilities. The utility of this system was demonstrated in the field at sites of scientific interest using the ROVs Ventana and Tiburon operated by the Monterey Bay Aquarium Research Institute. A number of sites in and around Monterey Bay, California were mosaicked using the system, culminating in a complete imaging of the wreck site of the USS Macon , where real-time visual mosaics containing thousands of images were generated while navigating using only sensor systems on board the vehicle.
A proposal for an open source graphical environment for simulating x-ray optics
NASA Astrophysics Data System (ADS)
Sanchez del Rio, Manuel; Rebuffi, Luca; Demsar, Janez; Canestrari, Niccolo; Chubar, Oleg
2014-09-01
A new graphic environment to drive X-ray optics simulation packages such as SHADOW and SRW is proposed. The aim is to simulate a virtual experiment, including the description of the electron beam and simulate the emitted radiation, the optics, the scattering by the sample and radiation detection. Python is chosen as common interaction language. The ingredients of the new application, a glossary of variables for optical component, the selection of visualization tools, and the integration of all these components in a high level workflow environment built on Orange are presented.
Robot, computer problem solving system
NASA Technical Reports Server (NTRS)
Becker, J. D.
1972-01-01
The development of a computer problem solving system is reported that considers physical problems faced by an artificial robot moving around in a complex environment. Fundamental interaction constraints with a real environment are simulated for the robot by visual scan and creation of an internal environmental model. The programming system used in constructing the problem solving system for the simulated robot and its simulated world environment is outlined together with the task that the system is capable of performing. A very general framework for understanding the relationship between an observed behavior and an adequate description of that behavior is included.
Person and gesture tracking with smart stereo cameras
NASA Astrophysics Data System (ADS)
Gordon, Gaile; Chen, Xiangrong; Buck, Ron
2008-02-01
Physical security increasingly involves sophisticated, real-time visual tracking of a person's location inside a given environment, often in conjunction with biometrics and other security-related technologies. However, demanding real-world conditions like crowded rooms, changes in lighting and physical obstructions have proved incredibly challenging for 2D computer vision technology. In contrast, 3D imaging technology is not affected by constant changes in lighting and apparent color, and thus allows tracking accuracy to be maintained in dynamically lit environments. In addition, person tracking with a 3D stereo camera can provide the location and movement of each individual very precisely, even in a very crowded environment. 3D vision only requires that the subject be partially visible to a single stereo camera to be correctly tracked; multiple cameras are used to extend the system's operational footprint, and to contend with heavy occlusion. A successful person tracking system, must not only perform visual analysis robustly, but also be small, cheap and consume relatively little power. The TYZX Embedded 3D Vision systems are perfectly suited to provide the low power, small footprint, and low cost points required by these types of volume applications. Several security-focused organizations, including the U.S Government, have deployed TYZX 3D stereo vision systems in security applications. 3D image data is also advantageous in the related application area of gesture tracking. Visual (uninstrumented) tracking of natural hand gestures and movement provides new opportunities for interactive control including: video gaming, location based entertainment, and interactive displays. 2D images have been used to extract the location of hands within a plane, but 3D hand location enables a much broader range of interactive applications. In this paper, we provide some background on the TYZX smart stereo cameras platform, describe the person tracking and gesture tracking systems implemented on this platform, and discuss some deployed applications.
Photogrammetry and remote sensing for visualization of spatial data in a virtual reality environment
NASA Astrophysics Data System (ADS)
Bhagawati, Dwipen
2001-07-01
Researchers in many disciplines have started using the tool of Virtual Reality (VR) to gain new insights into problems in their respective disciplines. Recent advances in computer graphics, software and hardware technologies have created many opportunities for VR systems, advanced scientific and engineering applications being among them. In Geometronics, generally photogrammetry and remote sensing are used for management of spatial data inventory. VR technology can be suitably used for management of spatial data inventory. This research demonstrates usefulness of VR technology for inventory management by taking the roadside features as a case study. Management of roadside feature inventory involves positioning and visualization of the features. This research has developed a methodology to demonstrate how photogrammetric principles can be used to position the features using the video-logging images and GPS camera positioning and how image analysis can help produce appropriate texture for building the VR, which then can be visualized in a Cave Augmented Virtual Environment (CAVE). VR modeling was implemented in two stages to demonstrate the different approaches for modeling the VR scene. A simulated highway scene was implemented with the brute force approach, while modeling software was used to model the real world scene using feature positions produced in this research. The first approach demonstrates an implementation of the scene by writing C++ codes to include a multi-level wand menu for interaction with the scene that enables the user to interact with the scene. The interactions include editing the features inside the CAVE display, navigating inside the scene, and performing limited geographic analysis. The second approach demonstrates creation of a VR scene for a real roadway environment using feature positions determined in this research. The scene looks realistic with textures from the real site mapped on to the geometry of the scene. Remote sensing and digital image processing techniques were used for texturing the roadway features in this scene.
NASA Astrophysics Data System (ADS)
Oliver, Joseph Steve; Hodges, Georgia W.; Moore, James N.; Cohen, Allan; Jang, Yoonsun; Brown, Scott A.; Kwon, Kyung A.; Jeong, Sophia; Raven, Sara P.; Jurkiewicz, Melissa; Robertson, Tom P.
2017-11-01
Research into the efficacy of modules featuring dynamic visualizations, case studies, and interactive learning environments is reported here. This quasi-experimental 2-year study examined the implementation of three interactive computer-based instructional modules within a curricular unit covering cellular biology concepts in an introductory high school biology course. The modules featured dynamic visualizations and focused on three processes that underlie much of cellular biology: diffusion, osmosis, and filtration. Pre-tests and post-tests were used to assess knowledge growth across the unit. A mixture Rasch model analysis of the post-test data revealed two groups of students. In both years of the study, a large proportion of the students were classified as low-achieving based on their pre-test scores. The use of the modules in the Cell Unit in year 2 was associated with a much larger proportion of the students having transitioned to the high-achieving group than in year 1. In year 2, the same teachers taught the same concepts as year 1 but incorporated the interactive computer-based modules into the cell biology unit of the curriculum. In year 2, 67% of students initially classified as low-achieving were classified as high-achieving at the end of the unit. Examination of responses to assessments embedded within the modules as well as post-test items linked transition to the high-achieving group with correct responses to items that both referenced the visualization and the contextualization of that visualization within the module. This study points to the importance of dynamic visualization within contextualized case studies as a means to support student knowledge acquisition in biology.
Audio–visual interactions for motion perception in depth modulate activity in visual area V3A
Ogawa, Akitoshi; Macaluso, Emiliano
2013-01-01
Multisensory signals can enhance the spatial perception of objects and events in the environment. Changes of visual size and auditory intensity provide us with the main cues about motion direction in depth. However, frequency changes in audition and binocular disparity in vision also contribute to the perception of motion in depth. Here, we presented subjects with several combinations of auditory and visual depth-cues to investigate multisensory interactions during processing of motion in depth. The task was to discriminate the direction of auditory motion in depth according to increasing or decreasing intensity. Rising or falling auditory frequency provided an additional within-audition cue that matched or did not match the intensity change (i.e. intensity-frequency (IF) “matched vs. unmatched” conditions). In two-thirds of the trials, a task-irrelevant visual stimulus moved either in the same or opposite direction of the auditory target, leading to audio–visual “congruent vs. incongruent” between-modalities depth-cues. Furthermore, these conditions were presented either with or without binocular disparity. Behavioral data showed that the best performance was observed in the audio–visual congruent condition with IF matched. Brain imaging results revealed maximal response in visual area V3A when all cues provided congruent and reliable depth information (i.e. audio–visual congruent, IF-matched condition including disparity cues). Analyses of effective connectivity revealed increased coupling from auditory cortex to V3A specifically in audio–visual congruent trials. We conclude that within- and between-modalities cues jointly contribute to the processing of motion direction in depth, and that they do so via dynamic changes of connectivity between visual and auditory cortices. PMID:23333414
Rogerson, Mike; Barton, Jo
2015-01-01
Green exercise research often reports psychological health outcomes without rigorously controlling exercise. This study examines effects of visual exercise environments on directed attention, perceived exertion and time to exhaustion, whilst measuring and controlling the exercise component. Participants completed three experimental conditions in a randomized counterbalanced order. Conditions varied by video content viewed (nature; built; control) during two consistently-ordered exercise bouts (Exercise 1: 60% VO2peakInt for 15-mins; Exercise 2: 85% VO2peakInt to voluntary exhaustion). In each condition, participants completed modified Backwards Digit Span tests (a measure of directed attention) pre- and post-Exercise 1. Energy expenditure, respiratory exchange ratio and perceived exertion were measured during both exercise bouts. Time to exhaustion in Exercise 2 was also recorded. There was a significant time by condition interaction for Backwards Digit Span scores (F2,22 = 6.267, p = 0.007). Scores significantly improved in the nature condition (p < 0.001) but did not in the built or control conditions. There were no significant differences between conditions for either perceived exertion or physiological measures during either Exercise 1 or Exercise 2, or for time to exhaustion in Exercise 2. This was the first study to demonstrate effects of controlled exercise conducted in different visual environments on post-exercise directed attention. Via psychological mechanisms alone, visual nature facilitates attention restoration during moderate-intensity exercise. PMID:26133125
Rogerson, Mike; Barton, Jo
2015-06-30
Green exercise research often reports psychological health outcomes without rigorously controlling exercise. This study examines effects of visual exercise environments on directed attention, perceived exertion and time to exhaustion, whilst measuring and controlling the exercise component. Participants completed three experimental conditions in a randomized counterbalanced order. Conditions varied by video content viewed (nature; built; control) during two consistently-ordered exercise bouts (Exercise 1: 60% VO2peakInt for 15-mins; Exercise 2: 85% VO2peakInt to voluntary exhaustion). In each condition, participants completed modified Backwards Digit Span tests (a measure of directed attention) pre- and post-Exercise 1. Energy expenditure, respiratory exchange ratio and perceived exertion were measured during both exercise bouts. Time to exhaustion in Exercise 2 was also recorded. There was a significant time by condition interaction for Backwards Digit Span scores (F2,22 = 6.267, p = 0.007). Scores significantly improved in the nature condition (p < 0.001) but did not in the built or control conditions. There were no significant differences between conditions for either perceived exertion or physiological measures during either Exercise 1 or Exercise 2, or for time to exhaustion in Exercise 2. This was the first study to demonstrate effects of controlled exercise conducted in different visual environments on post-exercise directed attention. Via psychological mechanisms alone, visual nature facilitates attention restoration during moderate-intensity exercise.
Using light gradients to investigate symmetry breaking in fish schools
NASA Astrophysics Data System (ADS)
Puckett, James; Giannini, Julia
Theoretical models of social animals successfully reproduce many structures found in nature (e.g. swarms, flocks, mills) using simple interaction rules. However, the interactions between individuals is complex and undoubtedly depends on the environment. Using schools of fish, we use visual perturbations to investigate how individuals negotiate both social and environmental information to reach a consensus. Starting with an unpolarized school of fish, we examine how the symmetry is broken and find that not all fish contribute equally to this decision.
2014-07-08
internction ( BCI ) system allows h uman subjects to communicate with or control an extemal device with their brain signals [1], or to use those brain...signals to interact with computers, environments, or even other humans [2]. One application of BCI is to use brnin signals to distinguish target...images within a large collection of non-target images [2]. Such BCI -based systems can drastically increase the speed of target identification in
Butson, Christopher R.; Tamm, Georg; Jain, Sanket; Fogal, Thomas; Krüger, Jens
2012-01-01
In recent years there has been significant growth in the use of patient-specific models to predict the effects of neuromodulation therapies such as deep brain stimulation (DBS). However, translating these models from a research environment to the everyday clinical workflow has been a challenge, primarily due to the complexity of the models and the expertise required in specialized visualization software. In this paper, we deploy the interactive visualization system ImageVis3D Mobile, which has been designed for mobile computing devices such as the iPhone or iPad, in an evaluation environment to visualize models of Parkinson’s disease patients who received DBS therapy. Selection of DBS settings is a significant clinical challenge that requires repeated revisions to achieve optimal therapeutic response, and is often performed without any visual representation of the stimulation system in the patient. We used ImageVis3D Mobile to provide models to movement disorders clinicians and asked them to use the software to determine: 1) which of the four DBS electrode contacts they would select for therapy; and 2) what stimulation settings they would choose. We compared the stimulation protocol chosen from the software versus the stimulation protocol that was chosen via clinical practice (independently of the study). Lastly, we compared the amount of time required to reach these settings using the software versus the time required through standard practice. We found that the stimulation settings chosen using ImageVis3D Mobile were similar to those used in standard of care, but were selected in drastically less time. We show how our visualization system, available directly at the point of care on a device familiar to the clinician, can be used to guide clinical decision making for selection of DBS settings. In our view, the positive impact of the system could also translate to areas other than DBS. PMID:22450824
Scientific Visualization for Atmospheric Data Analysis in Collaborative Virtual Environments
NASA Astrophysics Data System (ADS)
Engelke, Wito; Flatken, Markus; Garcia, Arturo S.; Bar, Christian; Gerndt, Andreas
2016-04-01
1 INTRODUCTION The three year European research project CROSS DRIVE (Collaborative Rover Operations and Planetary Science Analysis System based on Distributed Remote and Interactive Virtual Environments) started in January 2014. The research and development within this project is motivated by three use case studies: landing site characterization, atmospheric science and rover target selection [1]. Currently the implementation for the second use case is in its final phase [2]. Here, the requirements were generated based on the domain experts input and lead to development and integration of appropriate methods for visualization and analysis of atmospheric data. The methods range from volume rendering, interactive slicing, iso-surface techniques to interactive probing. All visualization methods are integrated in DLR's Terrain Rendering application. With this, the high resolution surface data visualization can be enriched with additional methods appropriate for atmospheric data sets. This results in an integrated virtual environment where the scientist has the possibility to interactively explore his data sets directly within the correct context. The data sets include volumetric data of the martian atmosphere, precomputed two dimensional maps and vertical profiles. In most cases the surface data as well as the atmospheric data has global coverage and is of time dependent nature. Furthermore, all interaction is synchronized between different connected application instances, allowing for collaborative sessions between distant experts. 2 VISUALIZATION TECHNIQUES Also the application is currently used for visualization of data sets related to Mars the techniques can be used for other data sets as well. Currently the prototype is capable of handling 2 and 2.5D surface data as well as 4D atmospheric data. Specifically, the surface data is presented using an LoD approach which is based on the HEALPix tessellation of a sphere [3, 4, 5] and can handle data sets in the order of terabytes. The combination of different data sources (e.g., MOLA, HRSC, HiRISE) and selection of presented data (e.g., infrared, spectral, imagery) is also supported. Furthermore, the data is presented unchanged and with the highest possible resolution for the target setup (e.g., power-wall, workstation, laptop) and view distance. The visualization techniques for the volumetric data sets can handle VTK [6] based data sets and also support different grid types as well as a time component. In detail, the integrated volume rendering uses a GPU based ray casting algorithm which was adapted to work in spherical coordinate systems. This approach results in interactive frame-rates without compromising visual fidelity. Besides direct visualization via volume rendering the prototype supports interactive slicing, extraction of iso-surfaces and probing. The latter can also be used for side-by-side comparison and on-the-fly diagram generation within the application. Similarily to the surface data a combination of different data sources is supported as well. For example, the extracted iso-surface of a scalar pressure field can be used for the visualization of the temperature. The software development is supported by the ViSTA VR-toolkit [7] and supports different target systems as well as a wide range of VR-devices. Furthermore, the prototype is scalable to run on laptops, workstations and cluster setups. REFERENCES [1] A. S. Garcia, D. J. Roberts, T. Fernando, C. Bar, R. Wolff, J. Dodiya, W. Engelke, and A. Gerndt, "A collaborative workspace architecture for strengthening collaboration among space scientists," in IEEE Aerospace Conference, (Big Sky, Montana, USA), 7-14 March 2015. [2] W. Engelke, "Mars Cartography VR System 2/3." German Aerospace Center (DLR), 2015. Project Deliverable D4.2. [3] E. Hivon, F. K. Hansen, and A. J. Banday, "The healpix primer," arXivpreprint astro-ph/9905275, 1999. [4] K. M. Gorski, E. Hivon, A. Banday, B. D. Wandelt, F. K. Hansen, M. Reinecke, and M. Bartelmann, "Healpix: a framework for high-resolution discretization and fast analysis of data distributed on the sphere," The Astrophysical Journal, vol. 622, no. 2, p. 759, 2005. [5] R. Westerteiger, A. Gerndt, and B. Hamann, "Spherical terrain render- ing using the hierarchical healpix grid," VLUDS, vol. 11, pp. 13-23, 2011. [6] W. Schroeder, K. Martin, and B. Lorensen, The Visualization Toolkit. Kitware, 4 ed., 2006. [7] T. van Reimersdahl, T. Kuhlen, A. Gerndt, J. Henrichs, and C. Bischof, "ViSTA: a multimodal, platform-independent VR-toolkit based on WTK, VTK, and MPI," in Proceedings of the 4th International Immersive Projection Technology Workshop (IPT), 2000.
Tidoni, Emmanuele; Gergondet, Pierre; Fusco, Gabriele; Kheddar, Abderrahmane; Aglioti, Salvatore M
2017-06-01
The efficient control of our body and successful interaction with the environment are possible through the integration of multisensory information. Brain-computer interface (BCI) may allow people with sensorimotor disorders to actively interact in the world. In this study, visual information was paired with auditory feedback to improve the BCI control of a humanoid surrogate. Healthy and spinal cord injured (SCI) people were asked to embody a humanoid robot and complete a pick-and-place task by means of a visual evoked potentials BCI system. Participants observed the remote environment from the robot's perspective through a head mounted display. Human-footsteps and computer-beep sounds were used as synchronous/asynchronous auditory feedback. Healthy participants achieved better placing accuracy when listening to human footstep sounds relative to a computer-generated sound. SCI people demonstrated more difficulty in steering the robot during asynchronous auditory feedback conditions. Importantly, subjective reports highlighted that the BCI mask overlaying the display did not limit the observation of the scenario and the feeling of being in control of the robot. Overall, the data seem to suggest that sensorimotor-related information may improve the control of external devices. Further studies are required to understand how the contribution of residual sensory channels could improve the reliability of BCI systems.
Intelligent Entity Behavior Within Synthetic Environments. Chapter 3
NASA Technical Reports Server (NTRS)
Kruk, R. V.; Howells, P. B.; Siksik, D. N.
2007-01-01
This paper describes some elements in the development of realistic performance and behavior in the synthetic entities (players) which support Modeling and Simulation (M&S) applications, particularly military training. Modern human-in-the-loop (virtual) training systems incorporate sophisticated synthetic environments, which provide: 1. The operational environment, including, for example, terrain databases; 2. Physical entity parameters which define performance in engineered systems, such as aircraft aerodynamics; 3. Platform/system characteristics such as acoustic, IR and radar signatures; 4. Behavioral entity parameters which define interactive performance, including knowledge/reasoning about terrain, tactics; and, 5. Doctrine, which combines knowledge and tactics into behavior rule sets. The resolution and fidelity of these model/database elements can vary substantially, but as synthetic environments are designed to be compose able, attributes may easily be added (e.g., adding a new radar to an aircraft) or enhanced (e.g. Amending or replacing missile seeker head/ Electronic Counter Measures (ECM) models to improve the realism of their interaction). To a human in the loop with synthetic entities, their observed veridicality is assessed via engagement responses (e.g. effect of countermeasures upon a closing missile), as seen on systems displays, and visual (image) behavior. The realism of visual models in a simulation (level of detail as well as motion fidelity) remains a challenge in realistic articulation of elements such as vehicle antennae and turrets, or, with human figures; posture, joint articulation, response to uneven ground. Currently the adequacy of visual representation is more dependant upon the quality and resolution of the physical models driving those entities than graphics processing power per Se. Synthetic entities in M&S applications traditionally have represented engineered systems (e.g. aircraft) with human-in-the-loop performance characteristics (e.g. visual acuity) included in the system behavioral specification. As well, performance affecting human parameters such as experience level, fatigue and stress are coming into wider use (via AI approaches) to incorporate more uncertainty as to response type as well as performance (e.g. Where an opposing entity might go and what it might do, as well as how well it might perform).
Variable environmental effects on a multicomponent sexually selected trait.
Cole, Gemma L; Endler, John A
2015-04-01
Multicomponent signals are made up of interacting elements that generate a functional signaling unit. The interactions between signal components and their effects on individual fitness are not well understood, and the effect of environment is even less so. It is usually assumed that color patterns appear the same in all light environments and that the effects of each color are additive. Using guppies, Poecilia reticulata, we investigated the effect of water color on the interactions between components of sexually selected male coloration. Through behavioral mate choice trials in four different water colors, we estimated the attractiveness of male color patterns, using multivariate fitness estimates and overall signal contrast. Our results show that females exhibit preferences that favor groups of colors rather than individual colors independently and that each environment favors different color combinations. We found that these effects are consistent with female guppies selecting entire color patterns on the basis of overall visual contrast. This suggests that both individuals and populations inhabiting different light environments will be subject to divergent, multivariate selection. Although the appearance of color patterns changes with light environment, achromatic components change little, suggesting that these could function in species recognition or other aspects of communication that must work across environments. Consequently, we predict different phylogenetic patterns between chromatic and achromatic signals within the same clades.
Affective and contextual values modulate spatial frequency use in object recognition
Caplette, Laurent; West, Gregory; Gomot, Marie; Gosselin, Frédéric; Wicker, Bruno
2014-01-01
Visual object recognition is of fundamental importance in our everyday interaction with the environment. Recent models of visual perception emphasize the role of top-down predictions facilitating object recognition via initial guesses that limit the number of object representations that need to be considered. Several results suggest that this rapid and efficient object processing relies on the early extraction and processing of low spatial frequencies (LSF). The present study aimed to investigate the SF content of visual object representations and its modulation by contextual and affective values of the perceived object during a picture-name verification task. Stimuli consisted of pictures of objects equalized in SF content and categorized as having low or high affective and contextual values. To access the SF content of stored visual representations of objects, SFs of each image were then randomly sampled on a trial-by-trial basis. Results reveal that intermediate SFs between 14 and 24 cycles per object (2.3–4 cycles per degree) are correlated with fast and accurate identification for all categories of objects. Moreover, there was a significant interaction between affective and contextual values over the SFs correlating with fast recognition. These results suggest that affective and contextual values of a visual object modulate the SF content of its internal representation, thus highlighting the flexibility of the visual recognition system. PMID:24904514
Interactive visual optimization and analysis for RFID benchmarking.
Wu, Yingcai; Chung, Ka-Kei; Qu, Huamin; Yuan, Xiaoru; Cheung, S C
2009-01-01
Radio frequency identification (RFID) is a powerful automatic remote identification technique that has wide applications. To facilitate RFID deployment, an RFID benchmarking instrument called aGate has been invented to identify the strengths and weaknesses of different RFID technologies in various environments. However, the data acquired by aGate are usually complex time varying multidimensional 3D volumetric data, which are extremely challenging for engineers to analyze. In this paper, we introduce a set of visualization techniques, namely, parallel coordinate plots, orientation plots, a visual history mechanism, and a 3D spatial viewer, to help RFID engineers analyze benchmark data visually and intuitively. With the techniques, we further introduce two workflow procedures (a visual optimization procedure for finding the optimum reader antenna configuration and a visual analysis procedure for comparing the performance and identifying the flaws of RFID devices) for the RFID benchmarking, with focus on the performance analysis of the aGate system. The usefulness and usability of the system are demonstrated in the user evaluation.
Stereoscopic applications for design visualization
NASA Astrophysics Data System (ADS)
Gilson, Kevin J.
2007-02-01
Advances in display technology and 3D design visualization applications have made real-time stereoscopic visualization of architectural and engineering projects a reality. Parsons Brinkerhoff (PB) is a transportation consulting firm that has used digital visualization tools from their inception and has helped pioneer the application of those tools to large scale infrastructure projects. PB is one of the first Architecture/Engineering/Construction (AEC) firms to implement a CAVE- an immersive presentation environment that includes stereoscopic rear-projection capability. The firm also employs a portable stereoscopic front-projection system, and shutter-glass systems for smaller groups. PB is using commercial real-time 3D applications in combination with traditional 3D modeling programs to visualize and present large AEC projects to planners, clients and decision makers in stereo. These presentations create more immersive and spatially realistic presentations of the proposed designs. This paper will present the basic display tools and applications, and the 3D modeling techniques PB is using to produce interactive stereoscopic content. The paper will discuss several architectural and engineering design visualizations we have produced.
NASA Astrophysics Data System (ADS)
Nagai, Yukie; Hosoda, Koh; Morita, Akio; Asada, Minoru
This study argues how human infants acquire the ability of joint attention through interactions with their caregivers from a viewpoint of cognitive developmental robotics. In this paper, a mechanism by which a robot acquires sensorimotor coordination for joint attention through bootstrap learning is described. Bootstrap learning is a process by which a learner acquires higher capabilities through interactions with its environment based on embedded lower capabilities even if the learner does not receive any external evaluation nor the environment is controlled. The proposed mechanism for bootstrap learning of joint attention consists of the robot's embedded mechanisms: visual attention and learning with self-evaluation. The former is to find and attend to a salient object in the field of the robot's view, and the latter is to evaluate the success of visual attention, not joint attention, and then to learn the sensorimotor coordination. Since the object which the robot looks at based on visual attention does not always correspond to the object which the caregiver is looking at in an environment including multiple objects, the robot may have incorrect learning situations for joint attention as well as correct ones. However, the robot is expected to statistically lose the learning data of the incorrect ones as outliers because of its weaker correlation between the sensor input and the motor output than that of the correct ones, and consequently to acquire appropriate sensorimotor coordination for joint attention even if the caregiver does not provide any task evaluation to the robot. The experimental results show the validity of the proposed mechanism. It is suggested that the proposed mechanism could explain the developmental mechanism of infants' joint attention because the learning process of the robot's joint attention can be regarded as equivalent to the developmental process of infants' one.
A novel computational model to probe visual search deficits during motor performance
Singh, Tarkeshwar; Fridriksson, Julius; Perry, Christopher M.; Tryon, Sarah C.; Ross, Angela; Fritz, Stacy
2016-01-01
Successful execution of many motor skills relies on well-organized visual search (voluntary eye movements that actively scan the environment for task-relevant information). Although impairments of visual search that result from brain injuries are linked to diminished motor performance, the neural processes that guide visual search within this context remain largely unknown. The first objective of this study was to examine how visual search in healthy adults and stroke survivors is used to guide hand movements during the Trail Making Test (TMT), a neuropsychological task that is a strong predictor of visuomotor and cognitive deficits. Our second objective was to develop a novel computational model to investigate combinatorial interactions between three underlying processes of visual search (spatial planning, working memory, and peripheral visual processing). We predicted that stroke survivors would exhibit deficits in integrating the three underlying processes, resulting in deteriorated overall task performance. We found that normal TMT performance is associated with patterns of visual search that primarily rely on spatial planning and/or working memory (but not peripheral visual processing). Our computational model suggested that abnormal TMT performance following stroke is associated with impairments of visual search that are characterized by deficits integrating spatial planning and working memory. This innovative methodology provides a novel framework for studying how the neural processes underlying visual search interact combinatorially to guide motor performance. NEW & NOTEWORTHY Visual search has traditionally been studied in cognitive and perceptual paradigms, but little is known about how it contributes to visuomotor performance. We have developed a novel computational model to examine how three underlying processes of visual search (spatial planning, working memory, and peripheral visual processing) contribute to visual search during a visuomotor task. We show that deficits integrating spatial planning and working memory underlie abnormal performance in stroke survivors with frontoparietal damage. PMID:27733596
Self-development of visual space perception by learning from the hand
NASA Astrophysics Data System (ADS)
Chung, Jae-Moon; Ohnishi, Noboru
1998-10-01
Animals have been considered to develop ability for interpreting images captured on their retina by themselves gradually from their birth. For this they do not need external supervisor. We think that the visual function is obtained together with the development of hand reaching and grasping operations which are executed by active interaction with environment. On the viewpoint of hand teaches eye, this paper shows how visual space perception is developed in a simulated robot. The robot has simplified human-like structure used for hand-eye coordination. From the experimental results it may be possible to validate the method to describe how visual space perception of biological systems is developed. In addition the description gives a way to self-calibrate the vision of intelligent robot based on learn by doing manner without external supervision.
Characteristic sounds facilitate visual search.
Iordanescu, Lucica; Guzman-Martinez, Emmanuel; Grabowecky, Marcia; Suzuki, Satoru
2008-06-01
In a natural environment, objects that we look for often make characteristic sounds. A hiding cat may meow, or the keys in the cluttered drawer may jingle when moved. Using a visual search paradigm, we demonstrated that characteristic sounds facilitated visual localization of objects, even when the sounds carried no location information. For example, finding a cat was faster when participants heard a meow sound. In contrast, sounds had no effect when participants searched for names rather than pictures of objects. For example, hearing "meow" did not facilitate localization of the word cat. These results suggest that characteristic sounds cross-modally enhance visual (rather than conceptual) processing of the corresponding objects. Our behavioral demonstration of object-based cross-modal enhancement complements the extensive literature on space-based cross-modal interactions. When looking for your keys next time, you might want to play jingling sounds.
The role of vision in auditory distance perception.
Calcagno, Esteban R; Abregú, Ezequiel L; Eguía, Manuel C; Vergara, Ramiro
2012-01-01
In humans, multisensory interaction is an important strategy for improving the detection of stimuli of different nature and reducing the variability of response. It is known that the presence of visual information affects the auditory perception in the horizontal plane (azimuth), but there are few researches that study the influence of vision in the auditory distance perception. In general, the data obtained from these studies are contradictory and do not completely define the way in which visual cues affect the apparent distance of a sound source. Here psychophysical experiments on auditory distance perception in humans are performed, including and excluding visual cues. The results show that the apparent distance from the source is affected by the presence of visual information and that subjects can store in their memory a representation of the environment that later improves the perception of distance.
Kinematic/Dynamic Characteristics for Visual and Kinesthetic Virtual Environments
NASA Technical Reports Server (NTRS)
Bortolussi, Michael R. (Compiler); Adelstein, B. D.; Gold, Miriam
1996-01-01
Work was carried out on two topics of principal importance to current progress in virtual environment research at NASA Ames and elsewhere. The first topic was directed at maximizing the temporal dynamic response of visually presented Virtual Environments (VEs) through reorganization and optimization of system hardware and software. The final results of this portion of the work was a VE system in the Advanced Display and Spatial Perception Laboratory at NASA Ames capable of updating at 60 Hz (the maximum hardware refresh rate) with latencies approaching 30 msec. In the course of achieving this system performance, specialized hardware and software tools for measurement of VE latency and analytic models correlating update rate and latency for different system configurations were developed. The second area of activity was the preliminary development and analysis of a novel kinematic architecture for three Degree Of Freedom (DOF) haptic interfaces--devices that provide force feedback for manipulative interaction with virtual and remote environments. An invention disclosure was filed on this work and a patent application is being pursued by NASA Ames. Activities in these two areas are expanded upon below.
Cecere, Roberto; Gross, Joachim; Thut, Gregor
2016-06-01
The ability to integrate auditory and visual information is critical for effective perception and interaction with the environment, and is thought to be abnormal in some clinical populations. Several studies have investigated the time window over which audiovisual events are integrated, also called the temporal binding window, and revealed asymmetries depending on the order of audiovisual input (i.e. the leading sense). When judging audiovisual simultaneity, the binding window appears narrower and non-malleable for auditory-leading stimulus pairs and wider and trainable for visual-leading pairs. Here we specifically examined the level of independence of binding mechanisms when auditory-before-visual vs. visual-before-auditory input is bound. Three groups of healthy participants practiced audiovisual simultaneity detection with feedback, selectively training on auditory-leading stimulus pairs (group 1), visual-leading stimulus pairs (group 2) or both (group 3). Subsequently, we tested for learning transfer (crossover) from trained stimulus pairs to non-trained pairs with opposite audiovisual input. Our data confirmed the known asymmetry in size and trainability for auditory-visual vs. visual-auditory binding windows. More importantly, practicing one type of audiovisual integration (e.g. auditory-visual) did not affect the other type (e.g. visual-auditory), even if trainable by within-condition practice. Together, these results provide crucial evidence that audiovisual temporal binding for auditory-leading vs. visual-leading stimulus pairs are independent, possibly tapping into different circuits for audiovisual integration due to engagement of different multisensory sampling mechanisms depending on leading sense. Our results have implications for informing the study of multisensory interactions in healthy participants and clinical populations with dysfunctional multisensory integration. © 2016 The Authors. European Journal of Neuroscience published by Federation of European Neuroscience Societies and John Wiley & Sons Ltd.
Preparing for Future Learning with a Tangible User Interface: The Case of Neuroscience
ERIC Educational Resources Information Center
Schneider, B.; Wallace, J.; Blikstein, P.; Pea, R.
2013-01-01
In this paper, we describe the development and evaluation of a microworld-based learning environment for neuroscience. Our system, BrainExplorer, allows students to discover the way neural pathways work by interacting with a tangible user interface. By severing and reconfiguring connections, users can observe how the visual field is impaired and,…
ERIC Educational Resources Information Center
Wang, Yuping; Chen, Nian-Shing; Levy, Mike
2010-01-01
This article discusses the learning process undertaken by language teachers in a cyber face-to-face teacher training program. Eight tertiary Chinese language teachers attended a 12-week training program conducted in an online synchronous learning environment characterized by multimedia-based, oral and visual interaction. The term "cyber…
3D elastic control for mobile devices.
Hachet, Martin; Pouderoux, Joachim; Guitton, Pascal
2008-01-01
To increase the input space of mobile devices, the authors developed a proof-of-concept 3D elastic controller that easily adapts to mobile devices. This embedded device improves the completion of high-level interaction tasks such as visualization of large documents and navigation in 3D environments. It also opens new directions for tomorrow's mobile applications.
Invariant Spatial Context Is Learned but Not Retrieved in Gaze-Contingent Tunnel-View Search
ERIC Educational Resources Information Center
Zang, Xuelian; Jia, Lina; Müller, Hermann J.; Shi, Zhuanghua
2015-01-01
Our visual brain is remarkable in extracting invariant properties from the noisy environment, guiding selection of where to look and what to identify. However, how the brain achieves this is still poorly understood. Here we explore interactions of local context and global structure in the long-term learning and retrieval of invariant display…
A Head in Virtual Reality: Development of A Dynamic Head and Neck Model
ERIC Educational Resources Information Center
Nguyen, Ngan; Wilson, Timothy D.
2009-01-01
Advances in computer and interface technologies have made it possible to create three-dimensional (3D) computerized models of anatomical structures for visualization, manipulation, and interaction in a virtual 3D environment. In the past few decades, a multitude of digital models have been developed to facilitate complex spatial learning of the…
Emotion and anxiety potentiate the way attention alters visual appearance.
Barbot, Antoine; Carrasco, Marisa
2018-04-12
The ability to swiftly detect and prioritize the processing of relevant information around us is critical for the way we interact with our environment. Selective attention is a key mechanism that serves this purpose, improving performance in numerous visual tasks. Reflexively attending to sudden information helps detect impeding threat or danger, a possible reason why emotion modulates the way selective attention affects perception. For instance, the sudden appearance of a fearful face potentiates the effects of exogenous (involuntary, stimulus-driven) attention on performance. Internal states such as trait anxiety can also modulate the impact of attention on early visual processing. However, attention does not only improve performance; it also alters the way visual information appears to us, e.g. by enhancing perceived contrast. Here we show that emotion potentiates the effects of exogenous attention on both performance and perceived contrast. Moreover, we found that trait anxiety mediates these effects, with stronger influences of attention and emotion in anxious observers. Finally, changes in performance and appearance correlated with each other, likely reflecting common attentional modulations. Altogether, our findings show that emotion and anxiety interact with selective attention to truly alter how we see.
Semi-Immersive Virtual Turbine Engine Simulation System
NASA Astrophysics Data System (ADS)
Abidi, Mustufa H.; Al-Ahmari, Abdulrahman M.; Ahmad, Ali; Darmoul, Saber; Ameen, Wadea
2018-05-01
The design and verification of assembly operations is essential for planning product production operations. Recently, virtual prototyping has witnessed tremendous progress, and has reached a stage where current environments enable rich and multi-modal interaction between designers and models through stereoscopic visuals, surround sound, and haptic feedback. The benefits of building and using Virtual Reality (VR) models in assembly process verification are discussed in this paper. In this paper, we present the virtual assembly (VA) of an aircraft turbine engine. The assembly parts and sequences are explained using a virtual reality design system. The system enables stereoscopic visuals, surround sounds, and ample and intuitive interaction with developed models. A special software architecture is suggested to describe the assembly parts and assembly sequence in VR. A collision detection mechanism is employed that provides visual feedback to check the interference between components. The system is tested for virtual prototype and assembly sequencing of a turbine engine. We show that the developed system is comprehensive in terms of VR feedback mechanisms, which include visual, auditory, tactile, as well as force feedback. The system is shown to be effective and efficient for validating the design of assembly, part design, and operations planning.
Cullen, Ralph H; Rogers, Wendy A; Fisk, Arthur D
2013-11-01
Diagnostic automation has been posited to alleviate the high demands of multiple-task environments; however, mixed effects have been found pertaining to performance aid success. To better understand these effects, attention allocation must be studied directly. We developed a multiple-task environment to study the effects of automation on visual attention. Participants interacted with a system providing varying levels of automation and automation reliability and then were transferred to a system with no support. Attention allocation was measured by tracking the number of times each task was viewed. We found that participants receiving automation allocated their time according to the task frequency and that tasks that benefited most from automation were most harmed when it was removed. The results suggest that the degree to which automation affects multiple-task performance is dependent on the relative attributes of the tasks involved. Moreover, there is an inverse relationship between support and cost when automation fails. Copyright © 2013 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Virtual reality and telerobotics applications of an Address Recalculation Pipeline
NASA Technical Reports Server (NTRS)
Regan, Matthew; Pose, Ronald
1994-01-01
The technology described in this paper was designed to reduce latency to user interactions in immersive virtual reality environments. It is also ideally suited to telerobotic applications such as interaction with remote robotic manipulators in space or in deep sea operations. in such circumstances the significant latency is observed response to user stimulus which is due to communications delays, and the disturbing jerkiness due to low and unpredictable frame rates on compressed video user feedback or computationally limited virtual worlds, can be masked by our techniques. The user is provided with highly responsive visual feedback independent of communication or computational delays in providing physical video feedback or in rendering virtual world images. Virtual and physical environments can be combined seamlessly using these techniques.
Miraldi Utz, Virginia
2017-01-01
Myopia is the most common eye disorder and major cause of visual impairment worldwide. As the incidence of myopia continues to rise, the need to further understand the complex roles of molecular and environmental factors controlling variation in refractive error is of increasing importance. Tkatchenko and colleagues applied a systematic approach using a combination of gene set enrichment analysis, genome-wide association studies, and functional analysis of a murine model to identify a myopia susceptibility gene, APLP2. Differential expression of refractive error was associated with time spent reading for those with low frequency variants in this gene. This provides support for the longstanding hypothesis of gene-environment interactions in refractive error development.
Experiments in teleoperator and autonomous control of space robotic vehicles
NASA Technical Reports Server (NTRS)
Alexander, Harold L.
1990-01-01
A research program and strategy are described which include fundamental teleoperation issues and autonomous-control issues of sensing and navigation for satellite robots. The program consists of developing interfaces for visual operation and studying the consequences of interface designs as well as developing navigation and control technologies based on visual interaction. A space-robot-vehicle simulator is under development for use in virtual-environment teleoperation experiments and neutral-buoyancy investigations. These technologies can be utilized in a study of visual interfaces to address tradeoffs between head-tracking and manual remote cameras, panel-mounted and helmet-mounted displays, and stereoscopic and monoscopic display systems. The present program can provide significant data for the development of control experiments for autonomously controlled satellite robots.
Semantic Visualization of Wireless Sensor Networks for Elderly Monitoring
NASA Astrophysics Data System (ADS)
Stocklöw, Carsten; Kamieth, Felix
In the area of Ambient Intelligence, Wireless Sensor Networks are commonly used for user monitoring purposes like health monitoring and user localization. Existing work on visualization of wireless sensor networks focuses mainly on displaying individual nodes and logical, graph-based topologies. This way, the relation to the real-world deployment is lost. This paper presents a novel approach for visualization of wireless sensor networks and interaction with complex services on the nodes. The environment is realized as a 3D model, and multiple nodes, that are worn by a single individual, are grouped together to allow an intuitive interface for end users. We describe application examples and show that our approach allows easier access to network information and functionality by comparing it with existing solutions.
Understanding and preventing computer vision syndrome.
Loh, Ky; Redd, Sc
2008-01-01
The invention of computer and advancement in information technology has revolutionized and benefited the society but at the same time has caused symptoms related to its usage such as ocular sprain, irritation, redness, dryness, blurred vision and double vision. This cluster of symptoms is known as computer vision syndrome which is characterized by the visual symptoms which result from interaction with computer display or its environment. Three major mechanisms that lead to computer vision syndrome are extraocular mechanism, accommodative mechanism and ocular surface mechanism. The visual effects of the computer such as brightness, resolution, glare and quality all are known factors that contribute to computer vision syndrome. Prevention is the most important strategy in managing computer vision syndrome. Modification in the ergonomics of the working environment, patient education and proper eye care are crucial in managing computer vision syndrome.
Calypso: a user-friendly web-server for mining and visualizing microbiome-environment interactions.
Zakrzewski, Martha; Proietti, Carla; Ellis, Jonathan J; Hasan, Shihab; Brion, Marie-Jo; Berger, Bernard; Krause, Lutz
2017-03-01
Calypso is an easy-to-use online software suite that allows non-expert users to mine, interpret and compare taxonomic information from metagenomic or 16S rDNA datasets. Calypso has a focus on multivariate statistical approaches that can identify complex environment-microbiome associations. The software enables quantitative visualizations, statistical testing, multivariate analysis, supervised learning, factor analysis, multivariable regression, network analysis and diversity estimates. Comprehensive help pages, tutorials and videos are provided via a wiki page. The web-interface is accessible via http://cgenome.net/calypso/ . The software is programmed in Java, PERL and R and the source code is available from Zenodo ( https://zenodo.org/record/50931 ). The software is freely available for non-commercial users. l.krause@uq.edu.au. Supplementary data are available at Bioinformatics online. © The Author 2016. Published by Oxford University Press.
Investigating Gaze of Children with ASD in Naturalistic Settings
Noris, Basilio; Nadel, Jacqueline; Barker, Mandy; Hadjikhani, Nouchine; Billard, Aude
2012-01-01
Background Visual behavior is known to be atypical in Autism Spectrum Disorders (ASD). Monitor-based eye-tracking studies have measured several of these atypicalities in individuals with Autism. While atypical behaviors are known to be accentuated during natural interactions, few studies have been made on gaze behavior in natural interactions. In this study we focused on i) whether the findings done in laboratory settings are also visible in a naturalistic interaction; ii) whether new atypical elements appear when studying visual behavior across the whole field of view. Methodology/Principal Findings Ten children with ASD and ten typically developing children participated in a dyadic interaction with an experimenter administering items from the Early Social Communication Scale (ESCS). The children wore a novel head-mounted eye-tracker, measuring gaze direction and presence of faces across the child's field of view. The analysis of gaze episodes to faces revealed that children with ASD looked significantly less and for shorter lapses of time at the experimenter. The analysis of gaze patterns across the child's field of view revealed that children with ASD looked downwards and made more extensive use of their lateral field of view when exploring the environment. Conclusions/Significance The data gathered in naturalistic settings confirm findings previously obtained only in monitor-based studies. Moreover, the study allowed to observe a generalized strategy of lateral gaze in children with ASD when they were looking at the objects in their environment. PMID:23028494
Visualization techniques for malware behavior analysis
NASA Astrophysics Data System (ADS)
Grégio, André R. A.; Santos, Rafael D. C.
2011-06-01
Malware spread via Internet is a great security threat, so studying their behavior is important to identify and classify them. Using SSDT hooking we can obtain malware behavior by running it in a controlled environment and capturing interactions with the target operating system regarding file, process, registry, network and mutex activities. This generates a chain of events that can be used to compare them with other known malware. In this paper we present a simple approach to convert malware behavior into activity graphs and show some visualization techniques that can be used to analyze malware behavior, individually or grouped.
Automated visual imaging interface for the plant floor
NASA Astrophysics Data System (ADS)
Wutke, John R.
1991-03-01
The paper will provide an overview of the challenges facing a user of automated visual imaging (" AVI" ) machines and the philosophies that should be employed in designing them. As manufacturing tools and equipment become more sophisticated it is increasingly difficult to maintain an efficient interaction between the operator and machine. The typical user of an AVI machine in a production environment is technically unsophisticated. Also operator and machine ergonomics are often a neglected or poorly addressed part of an efficient manufacturing process. This paper presents a number of man-machine interface design techniques and philosophies that effectively solve these problems.
Cerruti, Minyoung S; Shepley, Mardelle M
2016-04-01
To examine the impact of spatial enclosures on social interaction between older adults with early stage dementia and young children. Intergenerational interaction through meaningful activities can promote positive affects and behaviors of children and older adults. The development of social interaction is closely related to the physical environment in association with personal competence of older adults with dementia and young children. However, minimal attention has been given to the role of physical environment in influencing intergenerational interaction. A quasi-experiment examined the functional relationship between the amount of spatial enclosure and the types of social behaviors of older adults with dementia and young children. Semi-structured interviews, aided by a photographic simulation, were developed to explore the participants' perceptions of and experiences with the different degrees of spatial enclosure. Findings showed that the semienclosed spatial plan impacted both prosocial and antisocial behaviors of older adults with dementia in their interactions with young children. This apparent discrepancy was associated with two conflicting perceptions: a sense of openness and the lack of control due to distraction created by the loose visual boundary. There was no correlation between the elder-child neutral behaviors and the degrees of spatial enclosure. This study suggests that spaces with moderate openness without visual and acoustic distraction are the most desirable to promote prosocial behaviors of older adults with dementia and young children. Additionally, elder-child prosocial behaviors were likely facilitated by specific design features such as adequate personal space, the perception of openness, and possible spaces that provide both prospect and refuge in relation to spatial enclosure. © The Author(s) 2016.
Evaluation of Pseudo-Haptic Interactions with Soft Objects in Virtual Environments.
Li, Min; Sareh, Sina; Xu, Guanghua; Ridzuan, Maisarah Binti; Luo, Shan; Xie, Jun; Wurdemann, Helge; Althoefer, Kaspar
2016-01-01
This paper proposes a pseudo-haptic feedback method conveying simulated soft surface stiffness information through a visual interface. The method exploits a combination of two feedback techniques, namely visual feedback of soft surface deformation and control of the indenter avatar speed, to convey stiffness information of a simulated surface of a soft object in virtual environments. The proposed method was effective in distinguishing different sizes of virtual hard nodules integrated into the simulated soft bodies. To further improve the interactive experience, the approach was extended creating a multi-point pseudo-haptic feedback system. A comparison with regards to (a) nodule detection sensitivity and (b) elapsed time as performance indicators in hard nodule detection experiments to a tablet computer incorporating vibration feedback was conducted. The multi-point pseudo-haptic interaction is shown to be more time-efficient than the single-point pseudo-haptic interaction. It is noted that multi-point pseudo-haptic feedback performs similarly well when compared to a vibration-based feedback method based on both performance measures elapsed time and nodule detection sensitivity. This proves that the proposed method can be used to convey detailed haptic information for virtual environmental tasks, even subtle ones, using either a computer mouse or a pressure sensitive device as an input device. This pseudo-haptic feedback method provides an opportunity for low-cost simulation of objects with soft surfaces and hard inclusions, as, for example, occurring in ever more realistic video games with increasing emphasis on interaction with the physical environment and minimally invasive surgery in the form of soft tissue organs with embedded cancer nodules. Hence, the method can be used in many low-budget applications where haptic sensation is required, such as surgeon training or video games, either using desktop computers or portable devices, showing reasonably high fidelity in conveying stiffness perception to the user.
Schertz, Kathryn E; Sachdeva, Sonya; Kardan, Omid; Kotabe, Hiroki P; Wolf, Kathleen L; Berman, Marc G
2018-05-01
Prior research has shown that the physical characteristics of one's environment have wide ranging effects on affect and cognition. Other research has demonstrated that one's thoughts have impacts on mood and behavior, and in this three-part research program we investigated how physical features of the environment can alter thought content. In one study, we analyzed thousands of journal entries written by park visitors to examine how low-level and semantic visual features of the parks correlate with different thought topics. In a second study, we validated our ecological results by conducting an online study where participants were asked to write journal entries while imagining they were visiting a park, to ensure that results from Study 1 were not due to selection bias of park visitors. In the third study, we experimentally manipulated exposure to specific visual features to determine if they induced thinking about the same thought topics under more generalized conditions. Results from Study 3 demonstrated a potential causal role for perceived naturalness and high non-straight edges on thinking about "Nature", with a significant positive interaction. Results also showed a potential causal effect of naturalness and non-straight edges on thinking about topics related to "Spiritual & Life Journey", with perceived naturalness having a negative relationship and non-straight edges having a positive relationship. We also observed a significant positive interaction between non-straight edge density and naturalness in relation to "Spiritual & Life Journey". These results have implications for the design of the built environment to influence human reflection and well-being. Copyright © 2018 Elsevier B.V. All rights reserved.
The dark side of photovoltaic — 3D simulation of glare assessing risk and discomfort
DOE Office of Scientific and Technical Information (OSTI.GOV)
Rose, Thomas; Wollert, Alexander
2015-04-15
Photovoltaic (PV) systems form an important force in the implementation of renewable energies, but as we all know, the force has always its dark side. Besides efficiency considerations and discussions about architectures of power distribution networks, the increasing numbers of installations of PV systems for implementing renewable energies have secondary effects. PV systems can generate glare due to optical reflections and hence might be a serious concern. On the one hand, glare could affect safety, e.g. regarding traffic. On the other hand, glare is a constant source of discomfort in vicinities of PV systems. Hence, assessment of glare is decisivemore » for the success of renewable energies near municipalities and traffic zones for the success of solar power. Several courts decided on the change of PV systems and even on their de-installation because of glare effects. Thus, location-based assessments are required to limit potential reflections and to avoid risks for public infrastructure or discomfort of residents. The question arises on how to calculate reflections accurately according to the environment's topography. Our approach is founded in a 3D-based simulation methodology to calculate and visualize reflections based on the geometry of the environment of PV systems. This computational model is implemented by an interactive tool for simulation and visualization. Hence, project planners receive flexible assistance for adjusting the parameters of solar panels amid the planning process and in particular before the installation of a PV system. - Highlights: • Solar panels cause glare that impacts neighborhoods and traffic infrastructures. • Glare might cause disability and discomfort. • 3D environment for the calculation of glare • Interactive tool to simulate and visualize reflections • Impact assessment of solar power plant farms.« less
Three-Dimensional Online Visualization and Engagement Tools for the Geosciences
NASA Astrophysics Data System (ADS)
Cockett, R.; Moran, T.; Pidlisecky, A.
2013-12-01
Educational tools often sacrifice interactivity in favour of scalability so they can reach more users. This compromise leads to tools that may be viewed as second tier when compared to more engaging activities performed in a laboratory; however, the resources required to deliver laboratory exercises that are scalable is often impractical. Geoscience education is well situated to benefit from interactive online learning tools that allow users to work in a 3D environment. Visible Geology (http://3ptscience.com/visiblegeology) is an innovative web-based application designed to enable visualization of geologic structures and processes through the use of interactive 3D models. The platform allows users to conceptualize difficult, yet important geologic principles in a scientifically accurate manner by developing unique geologic models. The environment allows students to interactively practice their visualization and interpretation skills by creating and interacting with their own models and terrains. Visible Geology has been designed from a user centric perspective resulting in a simple and intuitive interface. The platform directs students to build there own geologic models by adding beds and creating geologic events such as tilting, folding, or faulting. The level of ownership and interactivity encourages engagement, leading learners to discover geologic relationships on their own, in the context of guided assignments. In January 2013, an interactive geologic history assignment was developed for a 700-student introductory geology class at The University of British Columbia. The assignment required students to distinguish the relative age of geologic events to construct a geologic history. Traditionally this type of exercise has been taught through the use of simple geologic cross-sections showing crosscutting relationships; from these cross-sections students infer the relative age of geologic events. In contrast, the Visible Geology assignment offers students a unique experience where they first create their own geologic events allowing them to directly see how the timing of a geologic event manifests in the model and resulting cross-sections. By creating each geologic event in the model themselves, the students gain a deeper understanding of the processes and relative order of events. The resulting models can be shared amongst students, and provide instructors with a basis for guiding inquiry to address misconceptions. The ease of use of the assignment, including automatic assessment, made this tool practical for deployment in this 700 person class. The outcome of this type of large scale deployment is that students, who would normally not experience a lab exercise, gain exposure to interactive 3D thinking. Engaging tools and software that puts the user in control of their learning experiences is critical for moving to scalable, yet engaging, online learning environments.
NASA Technical Reports Server (NTRS)
Saracino, G.; Greenberg, N. L.; Shiota, T.; Corsi, C.; Lamberti, C.; Thomas, J. D.
2002-01-01
Real-time three-dimensional echocardiography (RT3DE) is an innovative cardiac imaging modality. However, partly due to lack of user-friendly software, RT3DE has not been widely accepted as a clinical tool. The object of this study was to develop and implement a fast and interactive volume renderer of RT3DE datasets designed for a clinical environment where speed and simplicity are not secondary to accuracy. Thirty-six patients (20 regurgitation, 8 normal, 8 cardiomyopathy) were imaged using RT3DE. Using our newly developed software, all 3D data sets were rendered in real-time throughout the cardiac cycle and assessment of cardiac function and pathology was performed for each case. The real-time interactive volume visualization system is user friendly and instantly provides consistent and reliable 3D images without expensive workstations or dedicated hardware. We believe that this novel tool can be used clinically for dynamic visualization of cardiac anatomy.
Sequence alignment visualization in HTML5 without Java.
Gille, Christoph; Birgit, Weyand; Gille, Andreas
2014-01-01
Java has been extensively used for the visualization of biological data in the web. However, the Java runtime environment is an additional layer of software with an own set of technical problems and security risks. HTML in its new version 5 provides features that for some tasks may render Java unnecessary. Alignment-To-HTML is the first HTML-based interactive visualization for annotated multiple sequence alignments. The server side script interpreter can perform all tasks like (i) sequence retrieval, (ii) alignment computation, (iii) rendering, (iv) identification of a homologous structural models and (v) communication with BioDAS-servers. The rendered alignment can be included in web pages and is displayed in all browsers on all platforms including touch screen tablets. The functionality of the user interface is similar to legacy Java applets and includes color schemes, highlighting of conserved and variable alignment positions, row reordering by drag and drop, interlinked 3D visualization and sequence groups. Novel features are (i) support for multiple overlapping residue annotations, such as chemical modifications, single nucleotide polymorphisms and mutations, (ii) mechanisms to quickly hide residue annotations, (iii) export to MS-Word and (iv) sequence icons. Alignment-To-HTML, the first interactive alignment visualization that runs in web browsers without additional software, confirms that to some extend HTML5 is already sufficient to display complex biological data. The low speed at which programs are executed in browsers is still the main obstacle. Nevertheless, we envision an increased use of HTML and JavaScript for interactive biological software. Under GPL at: http://www.bioinformatics.org/strap/toHTML/.
Dynamic shared state maintenance in distributed virtual environments
NASA Astrophysics Data System (ADS)
Hamza-Lup, Felix George
Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model. An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for sensor-based distributed VE that has the potential to improve the system real-time behavior and scalability. (Abstract shortened by UMI.)
Experiences of Visually Impaired Students in Community College Math Courses
NASA Astrophysics Data System (ADS)
Swan, S. Tomeka
Blind and visually impaired students who attend community colleges face challenges in learning mathematics (Forrest, 2010). Scoy, McLaughlin, Walls, and Zuppuhaur (2006) claim these students are at a disadvantage in studying mathematics due to the visual and interactive nature of the subject, and by the way mathematics is taught. In this qualitative study six blind and visually impaired students attended three community colleges in one Mid-Atlantic state. They shared their experiences inside the mathematics classroom. Five of the students were enrolled in developmental level math, and one student was enrolled in college level math. The conceptual framework used to explore how blind and visually impaired students persist and succeed in math courses was Piaget's theory on constructivism. The data from this qualitative study was obtained through personal interviews. Based on the findings of this study, blind and visually impaired students need the following accommodations in order to succeed in community college math courses: Accommodating instructors who help to keep blind and visually impaired students motivated and facilitate their academic progress towards math completion, tutorial support, assistive technology, and a positive and inclusive learning environment.
The virtual mirror: a new interaction paradigm for augmented reality environments.
Bichlmeier, Christoph; Heining, Sandro Michael; Feuerstein, Marco; Navab, Nassir
2009-09-01
Medical augmented reality (AR) has been widely discussed within the medical imaging as well as computer aided surgery communities. Different systems for exemplary medical applications have been proposed. Some of them produced promising results. One major issue still hindering AR technology to be regularly used in medical applications is the interaction between physician and the superimposed 3-D virtual data. Classical interaction paradigms, for instance with keyboard and mouse, to interact with visualized medical 3-D imaging data are not adequate for an AR environment. This paper introduces the concept of a tangible/controllable Virtual Mirror for medical AR applications. This concept intuitively augments the direct view of the surgeon with all desired views on volumetric medical imaging data registered with the operation site without moving around the operating table or displacing the patient. We selected two medical procedures to demonstrate and evaluate the potentials of the Virtual Mirror for the surgical workflow. Results confirm the intuitiveness of this new paradigm and its perceptive advantages for AR-based computer aided interventions.
Human-machine interface for a VR-based medical imaging environment
NASA Astrophysics Data System (ADS)
Krapichler, Christian; Haubner, Michael; Loesch, Andreas; Lang, Manfred K.; Englmeier, Karl-Hans
1997-05-01
Modern 3D scanning techniques like magnetic resonance imaging (MRI) or computed tomography (CT) produce high- quality images of the human anatomy. Virtual environments open new ways to display and to analyze those tomograms. Compared with today's inspection of 2D image sequences, physicians are empowered to recognize spatial coherencies and examine pathological regions more facile, diagnosis and therapy planning can be accelerated. For that purpose a powerful human-machine interface is required, which offers a variety of tools and features to enable both exploration and manipulation of the 3D data. Man-machine communication has to be intuitive and efficacious to avoid long accustoming times and to enhance familiarity with and acceptance of the interface. Hence, interaction capabilities in virtual worlds should be comparable to those in the real work to allow utilization of our natural experiences. In this paper the integration of hand gestures and visual focus, two important aspects in modern human-computer interaction, into a medical imaging environment is shown. With the presented human- machine interface, including virtual reality displaying and interaction techniques, radiologists can be supported in their work. Further, virtual environments can even alleviate communication between specialists from different fields or in educational and training applications.
The mixed reality of things: emerging challenges for human-information interaction
NASA Astrophysics Data System (ADS)
Spicer, Ryan P.; Russell, Stephen M.; Rosenberg, Evan Suma
2017-05-01
Virtual and mixed reality technology has advanced tremendously over the past several years. This nascent medium has the potential to transform how people communicate over distance, train for unfamiliar tasks, operate in challenging environments, and how they visualize, interact, and make decisions based on complex data. At the same time, the marketplace has experienced a proliferation of network-connected devices and generalized sensors that are becoming increasingly accessible and ubiquitous. As the "Internet of Things" expands to encompass a predicted 50 billion connected devices by 2020, the volume and complexity of information generated in pervasive and virtualized environments will continue to grow exponentially. The convergence of these trends demands a theoretically grounded research agenda that can address emerging challenges for human-information interaction (HII). Virtual and mixed reality environments can provide controlled settings where HII phenomena can be observed and measured, new theories developed, and novel algorithms and interaction techniques evaluated. In this paper, we describe the intersection of pervasive computing with virtual and mixed reality, identify current research gaps and opportunities to advance the fundamental understanding of HII, and discuss implications for the design and development of cyber-human systems for both military and civilian use.
Embedded Systems and TensorFlow Frameworks as Assistive Technology Solutions.
Mulfari, Davide; Palla, Alessandro; Fanucci, Luca
2017-01-01
In the field of deep learning, this paper presents the design of a wearable computer vision system for visually impaired users. The Assistive Technology solution exploits a powerful single board computer and smart glasses with a camera in order to allow its user to explore the objects within his surrounding environment, while it employs Google TensorFlow machine learning framework in order to real time classify the acquired stills. Therefore the proposed aid can increase the awareness of the explored environment and it interacts with its user by means of audio messages.
Simulation Exploration through Immersive Parallel Planes
DOE Office of Scientific and Technical Information (OSTI.GOV)
Brunhart-Lupo, Nicholas J; Bush, Brian W; Gruchalla, Kenny M
We present a visualization-driven simulation system that tightly couples systems dynamics simulations with an immersive virtual environment to allow analysts to rapidly develop and test hypotheses in a high-dimensional parameter space. To accomplish this, we generalize the two-dimensional parallel-coordinates statistical graphic as an immersive 'parallel-planes' visualization for multivariate time series emitted by simulations running in parallel with the visualization. In contrast to traditional parallel coordinate's mapping the multivariate dimensions onto coordinate axes represented by a series of parallel lines, we map pairs of the multivariate dimensions onto a series of parallel rectangles. As in the case of parallel coordinates, eachmore » individual observation in the dataset is mapped to a polyline whose vertices coincide with its coordinate values. Regions of the rectangles can be 'brushed' to highlight and select observations of interest: a 'slider' control allows the user to filter the observations by their time coordinate. In an immersive virtual environment, users interact with the parallel planes using a joystick that can select regions on the planes, manipulate selection, and filter time. The brushing and selection actions are used to both explore existing data as well as to launch additional simulations corresponding to the visually selected portions of the input parameter space. As soon as the new simulations complete, their resulting observations are displayed in the virtual environment. This tight feedback loop between simulation and immersive analytics accelerates users' realization of insights about the simulation and its output.« less
Simulation Exploration through Immersive Parallel Planes: Preprint
DOE Office of Scientific and Technical Information (OSTI.GOV)
Brunhart-Lupo, Nicholas; Bush, Brian W.; Gruchalla, Kenny
We present a visualization-driven simulation system that tightly couples systems dynamics simulations with an immersive virtual environment to allow analysts to rapidly develop and test hypotheses in a high-dimensional parameter space. To accomplish this, we generalize the two-dimensional parallel-coordinates statistical graphic as an immersive 'parallel-planes' visualization for multivariate time series emitted by simulations running in parallel with the visualization. In contrast to traditional parallel coordinate's mapping the multivariate dimensions onto coordinate axes represented by a series of parallel lines, we map pairs of the multivariate dimensions onto a series of parallel rectangles. As in the case of parallel coordinates, eachmore » individual observation in the dataset is mapped to a polyline whose vertices coincide with its coordinate values. Regions of the rectangles can be 'brushed' to highlight and select observations of interest: a 'slider' control allows the user to filter the observations by their time coordinate. In an immersive virtual environment, users interact with the parallel planes using a joystick that can select regions on the planes, manipulate selection, and filter time. The brushing and selection actions are used to both explore existing data as well as to launch additional simulations corresponding to the visually selected portions of the input parameter space. As soon as the new simulations complete, their resulting observations are displayed in the virtual environment. This tight feedback loop between simulation and immersive analytics accelerates users' realization of insights about the simulation and its output.« less
Transient visual pathway critical for normal development of primate grasping behavior.
Mundinano, Inaki-Carril; Fox, Dylan M; Kwan, William C; Vidaurre, Diego; Teo, Leon; Homman-Ludiye, Jihane; Goodale, Melvyn A; Leopold, David A; Bourne, James A
2018-02-06
An evolutionary hallmark of anthropoid primates, including humans, is the use of vision to guide precise manual movements. These behaviors are reliant on a specialized visual input to the posterior parietal cortex. Here, we show that normal primate reaching-and-grasping behavior depends critically on a visual pathway through the thalamic pulvinar, which is thought to relay information to the middle temporal (MT) area during early life and then swiftly withdraws. Small MRI-guided lesions to a subdivision of the inferior pulvinar subnucleus (PIm) in the infant marmoset monkey led to permanent deficits in reaching-and-grasping behavior in the adult. This functional loss coincided with the abnormal anatomical development of multiple cortical areas responsible for the guidance of actions. Our study reveals that the transient retino-pulvinar-MT pathway underpins the development of visually guided manual behaviors in primates that are crucial for interacting with complex features in the environment.
Characteristic sounds facilitate visual search
Iordanescu, Lucica; Guzman-Martinez, Emmanuel; Grabowecky, Marcia; Suzuki, Satoru
2009-01-01
In a natural environment, objects that we look for often make characteristic sounds. A hiding cat may meow, or the keys in the cluttered drawer may jingle when moved. Using a visual search paradigm, we demonstrated that characteristic sounds facilitated visual localization of objects, even when the sounds carried no location information. For example, finding a cat was faster when participants heard a meow sound. In contrast, sounds had no effect when participants searched for names rather than pictures of objects. For example, hearing “meow” did not facilitate localization of the word cat. These results suggest that characteristic sounds cross-modally enhance visual (rather than conceptual) processing of the corresponding objects. Our behavioral demonstration of object-based cross-modal enhancement complements the extensive literature on space-based cross-modal interactions. When looking for your keys next time, you might want to play jingling sounds. PMID:18567253
Diaz, Gabriel; Cooper, Joseph; Rothkopf, Constantin; Hayhoe, Mary
2013-01-16
Despite general agreement that prediction is a central aspect of perception, there is relatively little evidence concerning the basis on which visual predictions are made. Although both saccadic and pursuit eye-movements reveal knowledge of the future position of a moving visual target, in many of these studies targets move along simple trajectories through a fronto-parallel plane. Here, using a naturalistic and racquet-based interception task in a virtual environment, we demonstrate that subjects make accurate predictions of visual target motion, even when targets follow trajectories determined by the complex dynamics of physical interactions and the head and body are unrestrained. Furthermore, we found that, following a change in ball elasticity, subjects were able to accurately adjust their prebounce predictions of the ball's post-bounce trajectory. This suggests that prediction is guided by experience-based models of how information in the visual image will change over time.
Diaz, Gabriel; Cooper, Joseph; Rothkopf, Constantin; Hayhoe, Mary
2013-01-01
Despite general agreement that prediction is a central aspect of perception, there is relatively little evidence concerning the basis on which visual predictions are made. Although both saccadic and pursuit eye-movements reveal knowledge of the future position of a moving visual target, in many of these studies targets move along simple trajectories through a fronto-parallel plane. Here, using a naturalistic and racquet-based interception task in a virtual environment, we demonstrate that subjects make accurate predictions of visual target motion, even when targets follow trajectories determined by the complex dynamics of physical interactions and the head and body are unrestrained. Furthermore, we found that, following a change in ball elasticity, subjects were able to accurately adjust their prebounce predictions of the ball's post-bounce trajectory. This suggests that prediction is guided by experience-based models of how information in the visual image will change over time. PMID:23325347
Visual display aid for orbital maneuvering - Design considerations
NASA Technical Reports Server (NTRS)
Grunwald, Arthur J.; Ellis, Stephen R.
1993-01-01
This paper describes the development of an interactive proximity operations planning system that allows on-site planning of fuel-efficient multiburn maneuvers in a potential multispacecraft environment. Although this display system most directly assists planning by providing visual feedback to aid visualization of the trajectories and constraints, its most significant features include: (1) the use of an 'inverse dynamics' algorithm that removes control nonlinearities facing the operator, and (2) a trajectory planning technique that separates, through a 'geometric spreadsheet', the normally coupled complex problems of planning orbital maneuvers and allows solution by an iterative sequence of simple independent actions. The visual feedback of trajectory shapes and operational constraints, provided by user-transparent and continuously active background computations, allows the operator to make fast, iterative design changes that rapidly converge to fuel-efficient solutions. The planning tool provides an example of operator-assisted optimization of nonlinear cost functions.
Virtual Diagnostic Interface: Aerospace Experimentation in the Synthetic Environment
NASA Technical Reports Server (NTRS)
Schwartz, Richard J.; McCrea, Andrew C.
2009-01-01
The Virtual Diagnostics Interface (ViDI) methodology combines two-dimensional image processing and three-dimensional computer modeling to provide comprehensive in-situ visualizations commonly utilized for in-depth planning of wind tunnel and flight testing, real time data visualization of experimental data, and unique merging of experimental and computational data sets in both real-time and post-test analysis. The preparation of such visualizations encompasses the realm of interactive three-dimensional environments, traditional and state of the art image processing techniques, database management and development of toolsets with user friendly graphical user interfaces. ViDI has been under development at the NASA Langley Research Center for over 15 years, and has a long track record of providing unique and insightful solutions to a wide variety of experimental testing techniques and validation of computational simulations. This report will address the various aspects of ViDI and how it has been applied to test programs as varied as NASCAR race car testing in NASA wind tunnels to real-time operations concerning Space Shuttle aerodynamic flight testing. In addition, future trends and applications will be outlined in the paper.
Virtual Diagnostic Interface: Aerospace Experimentation in the Synthetic Environment
NASA Technical Reports Server (NTRS)
Schwartz, Richard J.; McCrea, Andrew C.
2010-01-01
The Virtual Diagnostics Interface (ViDI) methodology combines two-dimensional image processing and three-dimensional computer modeling to provide comprehensive in-situ visualizations commonly utilized for in-depth planning of wind tunnel and flight testing, real time data visualization of experimental data, and unique merging of experimental and computational data sets in both real-time and post-test analysis. The preparation of such visualizations encompasses the realm of interactive three-dimensional environments, traditional and state of the art image processing techniques, database management and development of toolsets with user friendly graphical user interfaces. ViDI has been under development at the NASA Langley Research Center for over 15 years, and has a long track record of providing unique and insightful solutions to a wide variety of experimental testing techniques and validation of computational simulations. This report will address the various aspects of ViDI and how it has been applied to test programs as varied as NASCAR race car testing in NASA wind tunnels to real-time operations concerning Space Shuttle aerodynamic flight testing. In addition, future trends and applications will be outlined in the paper.
Complex Visual Data Analysis, Uncertainty, and Representation
2007-01-01
McNeill, D. (1992). Hand and mind: What gestures reveal about thought. Chicago, IL, USA: University of Chicago Press. Neisser , U . (1976). Cognition and...and Uncertainty 5 representations than on other external representations, and cognitive science talks about this interaction as affordances ( Neisser ...the human body fit into the structure of the external environment to explain human cognition and performance (Gibson, 1979; Neisser
ERIC Educational Resources Information Center
Lahav, Orly; Schloerb, David W.; Srinivasan, Mandayam A.
2015-01-01
Introduction: The BlindAid, a virtual system developed for orientation and mobility (O&M) training of people who are blind or have low vision, allows interaction with different virtual components (structures and objects) via auditory and haptic feedback. This research examined if and how the BlindAid that was integrated within an O&M…
Visual and Non-Visual Contributions to the Perception of Object Motion during Self-Motion
Fajen, Brett R.; Matthis, Jonathan S.
2013-01-01
Many locomotor tasks involve interactions with moving objects. When observer (i.e., self-)motion is accompanied by object motion, the optic flow field includes a component due to self-motion and a component due to object motion. For moving observers to perceive the movement of other objects relative to the stationary environment, the visual system could recover the object-motion component – that is, it could factor out the influence of self-motion. In principle, this could be achieved using visual self-motion information, non-visual self-motion information, or a combination of both. In this study, we report evidence that visual information about the speed (Experiment 1) and direction (Experiment 2) of self-motion plays a role in recovering the object-motion component even when non-visual self-motion information is also available. However, the magnitude of the effect was less than one would expect if subjects relied entirely on visual self-motion information. Taken together with previous studies, we conclude that when self-motion is real and actively generated, both visual and non-visual self-motion information contribute to the perception of object motion. We also consider the possible role of this process in visually guided interception and avoidance of moving objects. PMID:23408983
NASA Astrophysics Data System (ADS)
McEver, Jimmie; Davis, Paul K.; Bigelow, James H.
2000-06-01
We have developed and used families of multiresolution and multiple-perspective models (MRM and MRMPM), both in our substantive analytic work for the Department of Defense and to learn more about how such models can be designed and implemented. This paper is a brief case history of our experience with a particular family of models addressing the use of precision fires in interdicting and halting an invading army. Our models were implemented as closed-form analytic solutions, in spreadsheets, and in the more sophisticated AnalyticaTM environment. We also drew on an entity-level simulation for data. The paper reviews the importance of certain key attributes of development environments (visual modeling, interactive languages, friendly use of array mathematics, facilities for experimental design and configuration control, statistical analysis tools, graphical visualization tools, interactive post-processing, and relational database tools). These can go a long way towards facilitating MRMPM work, but many of these attributes are not yet widely available (or available at all) in commercial model-development tools--especially for use with personal computers. We conclude with some lessons learned from our experience.
Interactive modeling and simulation of peripheral nerve cords in virtual environments
NASA Astrophysics Data System (ADS)
Ullrich, Sebastian; Frommen, Thorsten; Eckert, Jan; Schütz, Astrid; Liao, Wei; Deserno, Thomas M.; Ntouba, Alexandre; Rossaint, Rolf; Prescher, Andreas; Kuhlen, Torsten
2008-03-01
This paper contributes to modeling, simulation and visualization of peripheral nerve cords. Until now, only sparse datasets of nerve cords can be found. In addition, this data has not yet been used in simulators, because it is only static. To build up a more flexible anatomical structure of peripheral nerve cords, we propose a hierarchical tree data structure where each node represents a nerve branch. The shape of the nerve segments itself is approximated by spline curves. Interactive modeling allows for the creation and editing of control points which are used for branching nerve sections, calculating spline curves and editing spline representations via cross sections. Furthermore, the control points can be attached to different anatomic structures. Through this approach, nerve cords deform in accordance to the movement of the connected structures, e.g., muscles or bones. As a result, we have developed an intuitive modeling system that runs on desktop computers and in immersive environments. It allows anatomical experts to create movable peripheral nerve cords for articulated virtual humanoids. Direct feedback of changes induced by movement or deformation is achieved by visualization in real-time. The techniques and the resulting data are already used for medical simulators.
NASA Astrophysics Data System (ADS)
Fuentes-Cabrera, Miguel; Anderson, John D.; Wilmoth, Jared; Ginovart, Marta; Prats, Clara; Portell-Canal, Xavier; Retterer, Scott
Microbial interactions are critical for governing community behavior and structure in natural environments. Examination of microbial interactions in the lab involves growth under ideal conditions in batch culture; conditions that occur in nature are, however, characterized by disequilibrium. Of particular interest is the role that system variables play in shaping cell-to-cell interactions and organization at ultrafine spatial scales. We seek to use experiments and agent-based modeling to help discover mechanisms relevant to microbial dynamics and interactions in the environment. Currently, we are using an agent-based model to simulate microbial growth, dynamics and interactions that occur on a microwell-array device developed in our lab. Bacterial cells growing in the microwells of this platform can be studied with high-throughput and high-content image analyses using brightfield and fluorescence microscopy. The agent-based model is written in the language Netlogo, which in turn is ''plugged into'' a computational framework that allows submitting many calculations in parallel for different initial parameters; visualizing the outcomes in an interactive phase-like diagram; and searching, with a genetic algorithm, for the parameters that lead to the most optimal simulation outcome.
Porting the AVS/Express scientific visualization software to Cray XT4.
Leaver, George W; Turner, Martin J; Perrin, James S; Mummery, Paul M; Withers, Philip J
2011-08-28
Remote scientific visualization, where rendering services are provided by larger scale systems than are available on the desktop, is becoming increasingly important as dataset sizes increase beyond the capabilities of desktop workstations. Uptake of such services relies on access to suitable visualization applications and the ability to view the resulting visualization in a convenient form. We consider five rules from the e-Science community to meet these goals with the porting of a commercial visualization package to a large-scale system. The application uses message-passing interface (MPI) to distribute data among data processing and rendering processes. The use of MPI in such an interactive application is not compatible with restrictions imposed by the Cray system being considered. We present details, and performance analysis, of a new MPI proxy method that allows the application to run within the Cray environment yet still support MPI communication required by the application. Example use cases from materials science are considered.
van den Boomen, C.; van der Smagt, M. J.; Kemner, C.
2012-01-01
Visual form perception is essential for correct interpretation of, and interaction with, our environment. Form perception depends on visual acuity and processing of specific form characteristics, such as luminance contrast, spatial frequency, color, orientation, depth, and even motion information. As other cognitive processes, form perception matures with age. This paper aims at providing a concise overview of our current understanding of the typical development, from birth to adulthood, of form-characteristic processing, as measured both behaviorally and neurophysiologically. Two main conclusions can be drawn. First, the current literature conveys that for most reviewed characteristics a developmental pattern is apparent. These trajectories are discussed in relation to the organization of the visual system. The second conclusion is that significant gaps in the literature exist for several age-ranges. To complete our understanding of the typical and, by consequence, atypical development of visual mechanisms underlying form processing, future research should uncover these missing segments. PMID:22416236
A reference web architecture and patterns for real-time visual analytics on large streaming data
NASA Astrophysics Data System (ADS)
Kandogan, Eser; Soroker, Danny; Rohall, Steven; Bak, Peter; van Ham, Frank; Lu, Jie; Ship, Harold-Jeffrey; Wang, Chun-Fu; Lai, Jennifer
2013-12-01
Monitoring and analysis of streaming data, such as social media, sensors, and news feeds, has become increasingly important for business and government. The volume and velocity of incoming data are key challenges. To effectively support monitoring and analysis, statistical and visual analytics techniques need to be seamlessly integrated; analytic techniques for a variety of data types (e.g., text, numerical) and scope (e.g., incremental, rolling-window, global) must be properly accommodated; interaction, collaboration, and coordination among several visualizations must be supported in an efficient manner; and the system should support the use of different analytics techniques in a pluggable manner. Especially in web-based environments, these requirements pose restrictions on the basic visual analytics architecture for streaming data. In this paper we report on our experience of building a reference web architecture for real-time visual analytics of streaming data, identify and discuss architectural patterns that address these challenges, and report on applying the reference architecture for real-time Twitter monitoring and analysis.
Camouflage, communication and thermoregulation: lessons from colour changing organisms.
Stuart-Fox, Devi; Moussalli, Adnan
2009-02-27
Organisms capable of rapid physiological colour change have become model taxa in the study of camouflage because they are able to respond dynamically to the changes in their visual environment. Here, we briefly review the ways in which studies of colour changing organisms have contributed to our understanding of camouflage and highlight some unique opportunities they present. First, from a proximate perspective, comparison of visual cues triggering camouflage responses and the visual perception mechanisms involved can provide insight into general visual processing rules. Second, colour changing animals can potentially tailor their camouflage response not only to different backgrounds but also to multiple predators with different visual capabilities. We present new data showing that such facultative crypsis may be widespread in at least one group, the dwarf chameleons. From an ultimate perspective, we argue that colour changing organisms are ideally suited to experimental and comparative studies of evolutionary interactions between the three primary functions of animal colour patterns: camouflage; communication; and thermoregulation.
Camouflage, communication and thermoregulation: lessons from colour changing organisms
Stuart-Fox, Devi; Moussalli, Adnan
2008-01-01
Organisms capable of rapid physiological colour change have become model taxa in the study of camouflage because they are able to respond dynamically to the changes in their visual environment. Here, we briefly review the ways in which studies of colour changing organisms have contributed to our understanding of camouflage and highlight some unique opportunities they present. First, from a proximate perspective, comparison of visual cues triggering camouflage responses and the visual perception mechanisms involved can provide insight into general visual processing rules. Second, colour changing animals can potentially tailor their camouflage response not only to different backgrounds but also to multiple predators with different visual capabilities. We present new data showing that such facultative crypsis may be widespread in at least one group, the dwarf chameleons. From an ultimate perspective, we argue that colour changing organisms are ideally suited to experimental and comparative studies of evolutionary interactions between the three primary functions of animal colour patterns: camouflage; communication; and thermoregulation. PMID:19000973
Research of Environmental and Economic Interactions of Coke And By-Product Process
NASA Astrophysics Data System (ADS)
Mikhailov, Vladimir; Kiseleva, Tamara; Bugrova, Svetlana; Muromtseva, Alina; Mikhailova, Yana
2017-11-01
The issues of showing relations between environmental and economic indicators (further - environmental and economic interactions) of coke and by-product process are considered in the article. The purpose of the study is to reveal the regularities of the functioning of the local environmental and economic system on the basis of revealed spectrum of environmental and economic interactions. A simplified scheme of the environmental and economic system "coke and by-product process - the environment" was developed. The forms of the investigated environmental-economic interactions were visualized and the selective interpretation of the tightness of the established connection was made. The main result of the work is modeling system of environmental and economic interactions that allows increasing the efficiency of local ecological and economic system management and optimizing the "interests" of an industrial enterprise - the source of negative impact on the environment. The results of the survey can be recommended to government authorities and industrial enterprises with a wide range of negative impact forms to support the adoption of effective management decisions aimed at sustainable environmental and economic development of the region or individual municipalities.
Using Interactive Visualization to Analyze Solid Earth Data and Geodynamics Models
NASA Astrophysics Data System (ADS)
Kellogg, L. H.; Kreylos, O.; Billen, M. I.; Hamann, B.; Jadamec, M. A.; Rundle, J. B.; van Aalsburg, J.; Yikilmaz, M. B.
2008-12-01
The geological sciences are challenged to manage and interpret increasing volumes of data as observations and simulations increase in size and complexity. Major projects such as EarthScope and GeoEarthScope are producing the data needed to characterize the structure and kinematics of Earth's surface and interior at unprecedented resolution. At the same time, high-performance computing enables high-precision and fine- detail simulation of geodynamics processes, complementing the observational data. To facilitate interpretation and analysis of these datasets, to evaluate models, and to drive future calculations, we have developed methods of interactive visualization with a special focus on using immersive virtual reality (VR) environments to interact with models of Earth's surface and interior. VR has traditionally been used primarily as a presentation tool allowing active navigation through data. Reaping the full intellectual benefits of immersive VR as a tool for accelerated scientific analysis requires building on the method's strengths, that is, using both 3D perception and interaction with observed or simulated data. Our approach to VR takes advantage of the specialized skills of geoscientists who are trained to interpret geological and geophysical data generated from field observations. Interactive tools allow the scientist to explore and interpret geodynamic models, tomographic models, and topographic observations, while feature extraction tools support quantitative measurement of structures that emerge from numerical simulations or field observations. The use of VR technology enables us to improve our interpretation of crust and mantle structure and of geodynamical processes. Mapping tools based on computer visualization allow virtual "field studies" in inaccessible regions, and an interactive tool allows us to construct digital fault models for use in numerical models. Using the interactive tools on a high-end platform such as an immersive virtual reality room known as a Cave Automatic Virtual Environment (CAVE), enables the scientist to stand in data three-dimensional dataset while taking measurements. The CAVE involves three or more projection surfaces arranged as walls in a room. Stereo projectors combined with a motion tracking system and immersion recreates the experience of carrying out research in the field. This high-end system provides significant advantages for scientists working with complex volumetric data. The interactive tools also work on low-cost platforms that provide stereo views and the potential for interactivity such as a Geowall or a 3D enabled TV. The Geowall is also a well-established tool for education, and in combination with the tools we have developed, enables the rapid transfer of research data and new knowledge to the classroom. The interactive visualization tools can also be used on a desktop or laptop with or without stereo capability. Further information about the Virtual Reality User Interface (VRUI), the 3DVisualizer, the Virtual mapping tools, and the LIDAR viewer, can be found on the KeckCAVES website, www.keckcaves.org.
GeneXplorer: an interactive web application for microarray data visualization and analysis.
Rees, Christian A; Demeter, Janos; Matese, John C; Botstein, David; Sherlock, Gavin
2004-10-01
When publishing large-scale microarray datasets, it is of great value to create supplemental websites where either the full data, or selected subsets corresponding to figures within the paper, can be browsed. We set out to create a CGI application containing many of the features of some of the existing standalone software for the visualization of clustered microarray data. We present GeneXplorer, a web application for interactive microarray data visualization and analysis in a web environment. GeneXplorer allows users to browse a microarray dataset in an intuitive fashion. It provides simple access to microarray data over the Internet and uses only HTML and JavaScript to display graphic and annotation information. It provides radar and zoom views of the data, allows display of the nearest neighbors to a gene expression vector based on their Pearson correlations and provides the ability to search gene annotation fields. The software is released under the permissive MIT Open Source license, and the complete documentation and the entire source code are freely available for download from CPAN http://search.cpan.org/dist/Microarray-GeneXplorer/.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Li, Song
CFD (Computational Fluid Dynamics) is a widely used technique in engineering design field. It uses mathematical methods to simulate and predict flow characteristics in a certain physical space. Since the numerical result of CFD computation is very hard to understand, VR (virtual reality) and data visualization techniques are introduced into CFD post-processing to improve the understandability and functionality of CFD computation. In many cases CFD datasets are very large (multi-gigabytes), and more and more interactions between user and the datasets are required. For the traditional VR application, the limitation of computing power is a major factor to prevent visualizing largemore » dataset effectively. This thesis presents a new system designing to speed up the traditional VR application by using parallel computing and distributed computing, and the idea of using hand held device to enhance the interaction between a user and VR CFD application as well. Techniques in different research areas including scientific visualization, parallel computing, distributed computing and graphical user interface designing are used in the development of the final system. As the result, the new system can flexibly be built on heterogeneous computing environment, dramatically shorten the computation time.« less
Manipulating and Visualizing Molecular Interactions in Customized Nanoscale Spaces
NASA Astrophysics Data System (ADS)
Stabile, Francis; Henkin, Gil; Berard, Daniel; Shayegan, Marjan; Leith, Jason; Leslie, Sabrina
We present a dynamically adjustable nanofluidic platform for formatting the conformations of and visualizing the interaction kinetics between biomolecules in solution, offering new time resolution and control of the reaction processes. This platform extends convex lens-induced confinement (CLiC), a technique for imaging molecules under confinement, by introducing a system for in situ modification of the chemical environment; this system uses a deep microchannel to diffusively exchange reagents within the nanoscale imaging region, whose height is fixed by a nanopost array. To illustrate, we visualize and manipulate salt-induced, surfactant-induced, and enzyme-induced reactions between small-molecule reagents and DNA molecules, where the conformations of the DNA molecules are formatted by the imposed nanoscale confinement. By using nanofabricated, nonabsorbing, low-background glass walls to confine biomolecules, our nanofluidic platform facilitates quantitative exploration of physiologically and biotechnologically relevant processes at the nanoscale. This device provides new kinetic information about dynamic chemical processes at the single-molecule level, using advancements in the CLiC design including a microchannel-based diffuser and postarray-based dialysis slit.
Regions of mid-level human visual cortex sensitive to the global coherence of local image patches.
Mannion, Damien J; Kersten, Daniel J; Olman, Cheryl A
2014-08-01
The global structural arrangement and spatial layout of the visual environment must be derived from the integration of local signals represented in the lower tiers of the visual system. This interaction between the spatially local and global properties of visual stimulation underlies many of our visual capacities, and how this is achieved in the brain is a central question for visual and cognitive neuroscience. Here, we examine the sensitivity of regions of the posterior human brain to the global coordination of spatially displaced naturalistic image patches. We presented observers with image patches in two circular apertures to the left and right of central fixation, with the patches drawn from either the same (coherent condition) or different (noncoherent condition) extended image. Using fMRI at 7T (n = 5), we find that global coherence affected signal amplitude in regions of dorsal mid-level cortex. Furthermore, we find that extensive regions of mid-level visual cortex contained information in their local activity pattern that could discriminate coherent and noncoherent stimuli. These findings indicate that the global coordination of local naturalistic image information has important consequences for the processing in human mid-level visual cortex.
Seamless 3D interaction for virtual tables, projection planes, and CAVEs
NASA Astrophysics Data System (ADS)
Encarnacao, L. M.; Bimber, Oliver; Schmalstieg, Dieter; Barton, Robert J., III
2000-08-01
The Virtual Table presents stereoscopic graphics to a user in a workbench-like setting. This device shares with other large- screen display technologies (such as data walls and surround- screen projection systems) the lack of human-centered unencumbered user interfaces and 3D interaction technologies. Such shortcomings present severe limitations to the application of virtual reality (VR) technology to time- critical applications as well as employment scenarios that involve heterogeneous groups of end-users without high levels of computer familiarity and expertise. Traditionally such employment scenarios are common in planning-related application areas such as mission rehearsal and command and control. For these applications, a high grade of flexibility with respect to the system requirements (display and I/O devices) as well as to the ability to seamlessly and intuitively switch between different interaction modalities and interaction are sought. Conventional VR techniques may be insufficient to meet this challenge. This paper presents novel approaches for human-centered interfaces to Virtual Environments focusing on the Virtual Table visual input device. It introduces new paradigms for 3D interaction in virtual environments (VE) for a variety of application areas based on pen-and-clipboard, mirror-in-hand, and magic-lens metaphors, and introduces new concepts for combining VR and augmented reality (AR) techniques. It finally describes approaches toward hybrid and distributed multi-user interaction environments and concludes by hypothesizing on possible use cases for defense applications.
Visualization of nucleic acids with synthetic exciton-controlled fluorescent oligonucleotide probes.
Wang, Dan Ohtan; Okamoto, Akimitsu
2015-01-01
Engineered probes to adapt new photochemical properties upon recognition of target nucleic acids offer powerful tools to DNA and RNA visualization technologies. Herein, we describe a rapid and effective visualization method of nucleic acids in both fixed and living cells with hybridization-sensitive fluorescent oligonucleotide probes. These probes are efficiently quenched in an aqueous environment due to the homodimeric, excitonic interactions between fluorophores but become highly fluorescent upon hybridization to DNA or RNA with complementary sequences. The fast hybridization kinetics and quick fluorescence activation of the new probes allow applications to simplify the conventional fluorescent in situ hybridization protocols and reduce the amount of time to process the samples. Furthermore, hybridization-sensitive fluorescence emission of the probes allows monitoring dynamic behaviors of RNA in living cells.
Human Connectome Project Informatics: quality control, database services, and data visualization
Marcus, Daniel S.; Harms, Michael P.; Snyder, Abraham Z.; Jenkinson, Mark; Wilson, J Anthony; Glasser, Matthew F.; Barch, Deanna M.; Archie, Kevin A.; Burgess, Gregory C.; Ramaratnam, Mohana; Hodge, Michael; Horton, William; Herrick, Rick; Olsen, Timothy; McKay, Michael; House, Matthew; Hileman, Michael; Reid, Erin; Harwell, John; Coalson, Timothy; Schindler, Jon; Elam, Jennifer S.; Curtiss, Sandra W.; Van Essen, David C.
2013-01-01
The Human Connectome Project (HCP) has developed protocols, standard operating and quality control procedures, and a suite of informatics tools to enable high throughput data collection, data sharing, automated data processing and analysis, and data mining and visualization. Quality control procedures include methods to maintain data collection consistency over time, to measure head motion, and to establish quantitative modality-specific overall quality assessments. Database services developed as customizations of the XNAT imaging informatics platform support both internal daily operations and open access data sharing. The Connectome Workbench visualization environment enables user interaction with HCP data and is increasingly integrated with the HCP's database services. Here we describe the current state of these procedures and tools and their application in the ongoing HCP study. PMID:23707591
Photo-realistic Terrain Modeling and Visualization for Mars Exploration Rover Science Operations
NASA Technical Reports Server (NTRS)
Edwards, Laurence; Sims, Michael; Kunz, Clayton; Lees, David; Bowman, Judd
2005-01-01
Modern NASA planetary exploration missions employ complex systems of hardware and software managed by large teams of. engineers and scientists in order to study remote environments. The most complex and successful of these recent projects is the Mars Exploration Rover mission. The Computational Sciences Division at NASA Ames Research Center delivered a 30 visualization program, Viz, to the MER mission that provides an immersive, interactive environment for science analysis of the remote planetary surface. In addition, Ames provided the Athena Science Team with high-quality terrain reconstructions generated with the Ames Stereo-pipeline. The on-site support team for these software systems responded to unanticipated opportunities to generate 30 terrain models during the primary MER mission. This paper describes Viz, the Stereo-pipeline, and the experiences of the on-site team supporting the scientists at JPL during the primary MER mission.
Using a commodity high-definition television for collaborative structural biology
Yennamalli, Ragothaman; Arangarasan, Raj; Bryden, Aaron; Gleicher, Michael; Phillips, George N.
2014-01-01
Visualization of protein structures using stereoscopic systems is frequently needed by structural biologists working to understand a protein’s structure–function relationships. Often several scientists are working as a team and need simultaneous interaction with each other and the graphics representations. Most existing molecular visualization tools support single-user tasks, which are not suitable for a collaborative group. Expensive caves, domes or geowalls have been developed, but the availability and low cost of high-definition televisions (HDTVs) and game controllers in the commodity entertainment market provide an economically attractive option to achieve a collaborative environment. This paper describes a low-cost environment, using standard consumer game controllers and commercially available stereoscopic HDTV monitors with appropriate signal converters for structural biology collaborations employing existing binary distributions of commonly used software packages like Coot, PyMOL, Chimera, VMD, O, Olex2 and others. PMID:24904249
The Virtual Pelvic Floor, a tele-immersive educational environment.
Pearl, R. K.; Evenhouse, R.; Rasmussen, M.; Dech, F.; Silverstein, J. C.; Prokasy, S.; Panko, W. B.
1999-01-01
This paper describes the development of the Virtual Pelvic Floor, a new method of teaching the complex anatomy of the pelvic region utilizing virtual reality and advanced networking technology. Virtual reality technology allows improved visualization of three-dimensional structures over conventional media because it supports stereo vision, viewer-centered perspective, large angles of view, and interactivity. Two or more ImmersaDesk systems, drafting table format virtual reality displays, are networked together providing an environment where teacher and students share a high quality three-dimensional anatomical model, and are able to converse, see each other, and to point in three dimensions to indicate areas of interest. This project was realized by the teamwork of surgeons, medical artists and sculptors, computer scientists, and computer visualization experts. It demonstrates the future of virtual reality for surgical education and applications for the Next Generation Internet. Images Figure 1 Figure 2 Figure 3 PMID:10566378
Visual task performance using a monocular see-through head-mounted display (HMD) while walking.
Mustonen, Terhi; Berg, Mikko; Kaistinen, Jyrki; Kawai, Takashi; Häkkinen, Jukka
2013-12-01
A monocular see-through head-mounted display (HMD) allows the user to view displayed information while simultaneously interacting with the surrounding environment. This configuration lets people use HMDs while they are moving, such as while walking. However, sharing attention between the display and environment can compromise a person's performance in any ongoing task, and controlling one's gait may add further challenges. In this study, the authors investigated how the requirements of HMD-administered visual tasks altered users' performance while they were walking. Twenty-four university students completed 3 cognitive tasks (high- and low-working memory load, visual vigilance) on an HMD while seated and while simultaneously performing a paced walking task in a controlled environment. The results show that paced walking worsened performance (d', reaction time) in all HMD-administered tasks, but visual vigilance deteriorated more than memory performance. The HMD-administered tasks also worsened walking performance (speed, path overruns) in a manner that varied according to the overall demands of the task. These results suggest that people's ability to process information displayed on an HMD may worsen while they are in motion. Furthermore, the use of an HMD can critically alter a person's natural performance, such as their ability to guide and control their gait. In particular, visual tasks that involve constant monitoring of the HMD should be avoided. These findings highlight the need for careful consideration of the type and difficulty of information that can be presented through HMDs while still letting the user achieve an acceptable overall level of performance in various contexts of use. PsycINFO Database Record (c) 2013 APA, all rights reserved.
Kotabe, Hiroki P; Kardan, Omid; Berman, Marc G
2017-08-01
Natural environments have powerful aesthetic appeal linked to their capacity for psychological restoration. In contrast, disorderly environments are aesthetically aversive, and have various detrimental psychological effects. But in our research, we have repeatedly found that natural environments are perceptually disorderly. What could explain this paradox? We present 3 competing hypotheses: the aesthetic preference for naturalness is more powerful than the aesthetic aversion to disorder (the nature-trumps-disorder hypothesis ); disorder is trivial to aesthetic preference in natural contexts (the harmless-disorder hypothesis ); and disorder is aesthetically preferred in natural contexts (the beneficial-disorder hypothesis ). Utilizing novel methods of perceptual study and diverse stimuli, we rule in the nature-trumps-disorder hypothesis and rule out the harmless-disorder and beneficial-disorder hypotheses. In examining perceptual mechanisms, we find evidence that high-level scene semantics are both necessary and sufficient for the nature-trumps-disorder effect. Necessity is evidenced by the effect disappearing in experiments utilizing only low-level visual stimuli (i.e., where scene semantics have been removed) and experiments utilizing a rapid-scene-presentation procedure that obscures scene semantics. Sufficiency is evidenced by the effect reappearing in experiments utilizing noun stimuli which remove low-level visual features. Furthermore, we present evidence that the interaction of scene semantics with low-level visual features amplifies the nature-trumps-disorder effect-the effect is weaker both when statistically adjusting for quantified low-level visual features and when using noun stimuli which remove low-level visual features. These results have implications for psychological theories bearing on the joint influence of low- and high-level perceptual inputs on affect and cognition, as well as for aesthetic design. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
A Quantitative Visual Mapping and Visualization Approach for Deep Ocean Floor Research
NASA Astrophysics Data System (ADS)
Hansteen, T. H.; Kwasnitschka, T.
2013-12-01
Geological fieldwork on the sea floor is still impaired by our inability to resolve features on a sub-meter scale resolution in a quantifiable reference frame and over an area large enough to reveal the context of local observations. In order to overcome these issues, we have developed an integrated workflow of visual mapping techniques leading to georeferenced data sets which we examine using state-of-the-art visualization technology to recreate an effective working style of field geology. We demonstrate a microbathymetrical workflow, which is based on photogrammetric reconstruction of ROV imagery referenced to the acoustic vehicle track. The advantage over established acoustical systems lies in the true three-dimensionality of the data as opposed to the perspective projection from above produced by downward looking mapping methods. A full color texture mosaic derived from the imagery allows studies at resolutions beyond the resolved geometry (usually one order of magnitude below the image resolution) while color gives additional clues, which can only be partly resolved in acoustic backscatter. The creation of a three-dimensional model changes the working style from the temporal domain of a video recording back to the spatial domain of a map. We examine these datasets using a custom developed immersive virtual visualization environment. The ARENA (Artificial Research Environment for Networked Analysis) features a (lower) hemispherical screen at a diameter of six meters, accommodating up to four scientists at once thus providing the ability to browse data interactively among a group of researchers. This environment facilitates (1) the development of spatial understanding analogue to on-land outcrop studies, (2) quantitative observations of seafloor morphology and physical parameters of its deposits, (3) more effective formulation and communication of working hypotheses.
An evaluation-guided approach for effective data visualization on tablets
NASA Astrophysics Data System (ADS)
Games, Peter S.; Joshi, Alark
2015-01-01
There is a rising trend of data analysis and visualization tasks being performed on a tablet device. Apps with interactive data visualization capabilities are available for a wide variety of domains. We investigate whether users grasp how to effectively interpret and interact with visualizations. We conducted a detailed user evaluation to study the abilities of individuals with respect to analyzing data on a tablet through an interactive visualization app. Based upon the results of the user evaluation, we find that most subjects performed well at understanding and interacting with simple visualizations, specifically tables and line charts. A majority of the subjects struggled with identifying interactive widgets, recognizing interactive widgets with overloaded functionality, and understanding visualizations which do not display data for sorted attributes. Based on our study, we identify guidelines for designers and developers of mobile data visualization apps that include recommendations for effective data representation and interaction.
Integrating visualization and interaction research to improve scientific workflows.
Keefe, Daniel F
2010-01-01
Scientific-visualization research is, nearly by necessity, interdisciplinary. In addition to their collaborators in application domains (for example, cell biology), researchers regularly build on close ties with disciplines related to visualization, such as graphics, human-computer interaction, and cognitive science. One of these ties is the connection between visualization and interaction research. This isn't a new direction for scientific visualization (see the "Early Connections" sidebar). However, momentum recently seems to be increasing toward integrating visualization research (for example, effective visual presentation of data) with interaction research (for example, innovative interactive techniques that facilitate manipulating and exploring data). We see evidence of this trend in several places, including the visualization literature and conferences.
The joy of interactive modeling
NASA Astrophysics Data System (ADS)
Donchyts, Gennadii; Baart, Fedor; van Dam, Arthur; Jagers, Bert
2013-04-01
The conventional way of working with hydrodynamical models usually consists of the following steps: 1) define a schematization (e.g., in a graphical user interface, or by editing input files) 2) run model from start to end 3) visualize results 4) repeat any of the previous steps. This cycle commonly takes up from hours to several days. What if we can make this happen instantly? As most of the research done using numerical models is in fact qualitative and exploratory (Oreskes et al., 1994), why not use these models as such? How can we adapt models so that we can edit model input, run and visualize results at the same time? More and more, interactive models become available as online apps, mainly for demonstration and educational purposes. These models often simplify the physics behind flows and run on simplified model geometries, particularly when compared with state-of-the-art scientific simulation packages. Here we show how the aforementioned conventional standalone models ("static, run once") can be transformed into interactive models. The basic concepts behind turning existing (conventional) model engines into interactive engines are the following. The engine does not run the model from start to end, but is always available in memory, and can be fed by new boundary conditions, or state changes at any time. The model can be run continuously, per step, or up to a specified time. The Hollywood principle dictates how the model engine is instructed from 'outside', instead of the model engine taking all necessary actions on its own initiative. The underlying techniques that facilitate these concepts are introspection of the computation engine, which exposes its state variables, and control functions, e.g. for time stepping, via a standardized interface, such as BMI (Peckam et. al., 2012). In this work we have used a shallow water flow model engine D-Flow Flexible Mesh. The model was converted from executable to a library, and coupled to the graphical modelling environment Delta Shell. Both the engine and the environment are open source tools under active development at Deltares. The combination provides direct interactive control over the time loop and model state, and offers live 3D visualization of the running model using VTK library.
VRML and Collaborative Environments: New Tools for Networked Visualization
NASA Astrophysics Data System (ADS)
Crutcher, R. M.; Plante, R. L.; Rajlich, P.
We present two new applications that engage the network as a tool for astronomical research and/or education. The first is a VRML server which allows users over the Web to interactively create three-dimensional visualizations of FITS images contained in the NCSA Astronomy Digital Image Library (ADIL). The server's Web interface allows users to select images from the ADIL, fill in processing parameters, and create renderings featuring isosurfaces, slices, contours, and annotations; the often extensive computations are carried out on an NCSA SGI supercomputer server without the user having an individual account on the system. The user can then download the 3D visualizations as VRML files, which may be rotated and manipulated locally on virtually any class of computer. The second application is the ADILBrowser, a part of the NCSA Horizon Image Data Browser Java package. ADILBrowser allows a group of participants to browse images from the ADIL within a collaborative session. The collaborative environment is provided by the NCSA Habanero package which includes text and audio chat tools and a white board. The ADILBrowser is just an example of a collaborative tool that can be built with the Horizon and Habanero packages. The classes provided by these packages can be assembled to create custom collaborative applications that visualize data either from local disk or from anywhere on the network.
Stereoscopic display of 3D models for design visualization
NASA Astrophysics Data System (ADS)
Gilson, Kevin J.
2006-02-01
Advances in display technology and 3D design visualization applications have made real-time stereoscopic visualization of architectural and engineering projects a reality. Parsons Brinkerhoff (PB) is a transportation consulting firm that has used digital visualization tools from their inception and has helped pioneer the application of those tools to large scale infrastructure projects. PB is one of the first Architecture/Engineering/Construction (AEC) firms to implement a CAVE- an immersive presentation environment that includes stereoscopic rear-projection capability. The firm also employs a portable stereoscopic front-projection system, and shutter-glass systems for smaller groups. PB is using commercial real-time 3D applications in combination with traditional 3D modeling programs to visualize and present large AEC projects to planners, clients and decision makers in stereo. These presentations create more immersive and spatially realistic presentations of the proposed designs. This paper will present the basic display tools and applications, and the 3D modeling techniques PB is using to produce interactive stereoscopic content. The paper will discuss several architectural and engineering design visualizations we have produced.
Visual Data Comm: A Tool for Visualizing Data Communication in the Multi Sector Planner Study
NASA Technical Reports Server (NTRS)
Lee, Hwasoo Eric
2010-01-01
Data comm is a new technology proposed in future air transport system as a potential tool to provide comprehensive data connectivity. It is a key enabler to manage 4D trajectory digitally, potentially resulting in improved flight times and increased throughput. Future concepts with data comm integration have been tested in a number of human-in-the-loop studies but analyzing the results has proven to be particularly challenging because future traffic environment in which data comm is fully enabled has assumed high traffic density, resulting in data set with large amount of information. This paper describes the motivation, design, current and potential future application of Visual Data Comm (VDC), a tool for visualizing data developed in Java using Processing library which is a tool package designed for interactive visualization programming. This paper includes an example of an application of VDC on data pertaining to the most recent Multi Sector Planner study, conducted at NASA s Airspace Operations Laboratory in 2009, in which VDC was used to visualize and interpret data comm activities
An interactive web-based system using cloud for large-scale visual analytics
NASA Astrophysics Data System (ADS)
Kaseb, Ahmed S.; Berry, Everett; Rozolis, Erik; McNulty, Kyle; Bontrager, Seth; Koh, Youngsol; Lu, Yung-Hsiang; Delp, Edward J.
2015-03-01
Network cameras have been growing rapidly in recent years. Thousands of public network cameras provide tremendous amount of visual information about the environment. There is a need to analyze this valuable information for a better understanding of the world around us. This paper presents an interactive web-based system that enables users to execute image analysis and computer vision techniques on a large scale to analyze the data from more than 65,000 worldwide cameras. This paper focuses on how to use both the system's website and Application Programming Interface (API). Given a computer program that analyzes a single frame, the user needs to make only slight changes to the existing program and choose the cameras to analyze. The system handles the heterogeneity of the geographically distributed cameras, e.g. different brands, resolutions. The system allocates and manages Amazon EC2 and Windows Azure cloud resources to meet the analysis requirements.
NASA Astrophysics Data System (ADS)
Pariser, O.; Calef, F.; Manning, E. M.; Ardulov, V.
2017-12-01
We will present implementation and study of several use-cases of utilizing Virtual Reality (VR) for immersive display, interaction and analysis of large and complex 3D datasets. These datasets have been acquired by the instruments across several Earth, Planetary and Solar Space Robotics Missions. First, we will describe the architecture of the common application framework that was developed to input data, interface with VR display devices and program input controllers in various computing environments. Tethered and portable VR technologies will be contrasted and advantages of each highlighted. We'll proceed to presenting experimental immersive analytics visual constructs that enable augmentation of 3D datasets with 2D ones such as images and statistical and abstract data. We will conclude by presenting comparative analysis with traditional visualization applications and share the feedback provided by our users: scientists and engineers.
Helioviewer.org: Enhanced Solar & Heliospheric Data Visualization
NASA Astrophysics Data System (ADS)
Stys, J. E.; Ireland, J.; Hughitt, V. K.; Mueller, D.
2013-12-01
Helioviewer.org enables the simultaneous exploration of multiple heterogeneous solar data sets. In the latest iteration of this open-source web application, Hinode XRT and Yohkoh SXT join SDO, SOHO, STEREO, and PROBA2 as supported data sources. A newly enhanced user-interface expands the utility of Helioviewer.org by adding annotations backed by data from the Heliospheric Events Knowledgebase (HEK). Helioviewer.org can now overlay solar feature and event data via interactive marker pins, extended regions, data labels, and information panels. An interactive time-line provides enhanced browsing and visualization to image data set coverage and solar events. The addition of a size-of-the-Earth indicator provides a sense of the scale to solar and heliospheric features for education and public outreach purposes. Tight integration with the Virtual Solar Observatory and SDO AIA cutout service enable solar physicists to seamlessly import science data into their SSW/IDL or SunPy/Python data analysis environments.
Stevenson, Ryan A; Fister, Juliane Krueger; Barnett, Zachary P; Nidiffer, Aaron R; Wallace, Mark T
2012-05-01
In natural environments, human sensory systems work in a coordinated and integrated manner to perceive and respond to external events. Previous research has shown that the spatial and temporal relationships of sensory signals are paramount in determining how information is integrated across sensory modalities, but in ecologically plausible settings, these factors are not independent. In the current study, we provide a novel exploration of the impact on behavioral performance for systematic manipulations of the spatial location and temporal synchrony of a visual-auditory stimulus pair. Simple auditory and visual stimuli were presented across a range of spatial locations and stimulus onset asynchronies (SOAs), and participants performed both a spatial localization and simultaneity judgment task. Response times in localizing paired visual-auditory stimuli were slower in the periphery and at larger SOAs, but most importantly, an interaction was found between the two factors, in which the effect of SOA was greater in peripheral as opposed to central locations. Simultaneity judgments also revealed a novel interaction between space and time: individuals were more likely to judge stimuli as synchronous when occurring in the periphery at large SOAs. The results of this study provide novel insights into (a) how the speed of spatial localization of an audiovisual stimulus is affected by location and temporal coincidence and the interaction between these two factors and (b) how the location of a multisensory stimulus impacts judgments concerning the temporal relationship of the paired stimuli. These findings provide strong evidence for a complex interdependency between spatial location and temporal structure in determining the ultimate behavioral and perceptual outcome associated with a paired multisensory (i.e., visual-auditory) stimulus.
Towards a Comprehensive Computational Simulation System for Turbomachinery
NASA Technical Reports Server (NTRS)
Shih, Ming-Hsin
1994-01-01
The objective of this work is to develop algorithms associated with a comprehensive computational simulation system for turbomachinery flow fields. This development is accomplished in a modular fashion. These modules includes grid generation, visualization, network, simulation, toolbox, and flow modules. An interactive grid generation module is customized to facilitate the grid generation process associated with complicated turbomachinery configurations. With its user-friendly graphical user interface, the user may interactively manipulate the default settings to obtain a quality grid within a fraction of time that is usually required for building a grid about the same geometry with a general-purpose grid generation code. Non-Uniform Rational B-Spline formulations are utilized in the algorithm to maintain geometry fidelity while redistributing grid points on the solid surfaces. Bezier curve formulation is used to allow interactive construction of inner boundaries. It is also utilized to allow interactive point distribution. Cascade surfaces are transformed from three-dimensional surfaces of revolution into two-dimensional parametric planes for easy manipulation. Such a transformation allows these manipulated plane grids to be mapped to surfaces of revolution by any generatrix definition. A sophisticated visualization module is developed to al-low visualization for both grid and flow solution, steady or unsteady. A network module is built to allow data transferring in the heterogeneous environment. A flow module is integrated into this system, using an existing turbomachinery flow code. A simulation module is developed to combine the network, flow, and visualization module to achieve near real-time flow simulation about turbomachinery geometries. A toolbox module is developed to support the overall task. A batch version of the grid generation module is developed to allow portability and has been extended to allow dynamic grid generation for pitch changing turbomachinery configurations. Various applications with different characteristics are presented to demonstrate the success of this system.
Photorealistic ray tracing to visualize automobile side mirror reflective scenes.
Lee, Hocheol; Kim, Kyuman; Lee, Gang; Lee, Sungkoo; Kim, Jingu
2014-10-20
We describe an interactive visualization procedure for determining the optimal surface of a special automobile side mirror, thereby removing the blind spot, without the need for feedback from the error-prone manufacturing process. If the horizontally progressive curvature distributions are set to the semi-mathematical expression for a free-form surface, the surface point set can then be derived through numerical integration. This is then converted to a NURBS surface while retaining the surface curvature. Then, reflective scenes from the driving environment can be virtually realized using photorealistic ray tracing, in order to evaluate how these reflected images would appear to drivers.
Hand, Jane
2017-01-01
During the post-war period, margarine was re-conceptualised as a value-added product with distinct health benefits. This article contextualises the advertising of margarine as a healthy food, focusing on Unilever's Flora brand as an important case study in legitimising the emergent role of disease prevention as a marketing tool. It uses the methodology of visual culture to examine how advertising employed chronic disease prevention as a selling tool. This article assesses how the post-war environment gave rise to new ways of visually advertising food, and how these promoted innovative visualisations of food, the body and their interactions with health.
Mixing of Chromatic and Luminance Retinal Signals in Primate Area V1
Li, Xiaobing; Chen, Yao; Lashgari, Reza; Bereshpolova, Yulia; Swadlow, Harvey A.; Lee, Barry B.; Alonso, Jose Manuel
2015-01-01
Vision emerges from activation of chromatic and achromatic retinal channels whose interaction in visual cortex is still poorly understood. To investigate this interaction, we recorded neuronal activity from retinal ganglion cells and V1 cortical cells in macaques and measured their visual responses to grating stimuli that had either luminance contrast (luminance grating), chromatic contrast (chromatic grating), or a combination of the two (compound grating). As with parvocellular or koniocellular retinal ganglion cells, some V1 cells responded mostly to the chromatic contrast of the compound grating. As with magnocellular retinal ganglion cells, other V1 cells responded mostly to the luminance contrast and generated a frequency-doubled response to equiluminant chromatic gratings. Unlike magnocellular and parvocellular retinal ganglion cells, V1 cells formed a unimodal distribution for luminance/color preference with a 2- to 4-fold bias toward luminance. V1 cells associated with positive local field potentials in deep layers showed the strongest combined responses to color and luminance and, as a population, V1 cells encoded a diverse combination of luminance/color edges that matched edge distributions of natural scenes. Taken together, these results suggest that the primary visual cortex combines magnocellular and parvocellular retinal inputs to increase cortical receptive field diversity and to optimize visual processing of our natural environment. PMID:24464943
NASA Astrophysics Data System (ADS)
Keika, Kunihiro; Miyoshi, Yoshizumi; Machida, Shinobu; Ieda, Akimasa; Seki, Kanako; Hori, Tomoaki; Miyashita, Yukinaga; Shoji, Masafumi; Shinohara, Iku; Angelopoulos, Vassilis; Lewis, Jim W.; Flores, Aaron
2017-12-01
This paper introduces ISEE_3D, an interactive visualization tool for three-dimensional plasma velocity distribution functions, developed by the Institute for Space-Earth Environmental Research, Nagoya University, Japan. The tool provides a variety of methods to visualize the distribution function of space plasma: scatter, volume, and isosurface modes. The tool also has a wide range of functions, such as displaying magnetic field vectors and two-dimensional slices of distributions to facilitate extensive analysis. The coordinate transformation to the magnetic field coordinates is also implemented in the tool. The source codes of the tool are written as scripts of a widely used data analysis software language, Interactive Data Language, which has been widespread in the field of space physics and solar physics. The current version of the tool can be used for data files of the plasma distribution function from the Geotail satellite mission, which are publicly accessible through the Data Archives and Transmission System of the Institute of Space and Astronautical Science (ISAS)/Japan Aerospace Exploration Agency (JAXA). The tool is also available in the Space Physics Environment Data Analysis Software to visualize plasma data from the Magnetospheric Multiscale and the Time History of Events and Macroscale Interactions during Substorms missions. The tool is planned to be applied to data from other missions, such as Arase (ERG) and Van Allen Probes after replacing or adding data loading plug-ins. This visualization tool helps scientists understand the dynamics of space plasma better, particularly in the regions where the magnetohydrodynamic approximation is not valid, for example, the Earth's inner magnetosphere, magnetopause, bow shock, and plasma sheet.
Evaluating the use of augmented reality to support undergraduate student learning in geomorphology
NASA Astrophysics Data System (ADS)
Ockelford, A.; Bullard, J. E.; Burton, E.; Hackney, C. R.
2016-12-01
Augmented Reality (AR) supports the understanding of complex phenomena by providing unique visual and interactive experiences that combine real and virtual information and help communicate abstract problems to learners. With AR, designers can superimpose virtual graphics over real objects, allowing users to interact with digital content through physical manipulation. One of the most significant pedagogic features of AR is that it provides an essentially student-centred and flexible space in which students can learn. By actively engaging participants using a design-thinking approach, this technology has the potential to provide a more productive and engaging learning environment than real or virtual learning environments alone. AR is increasingly being used in support of undergraduate learning and public engagement activities across engineering, medical and humanities disciplines but it is not widely used across the geosciences disciplines despite the obvious applicability. This paper presents preliminary results from a multi-institutional project which seeks to evaluate the benefits and challenges of using an augmented reality sand box to support undergraduate learning in geomorphology. The sandbox enables users to create and visualise topography. As the sand is sculpted, contours are projected onto the miniature landscape. By hovering a hand over the box, users can make it `rain' over the landscape and the water `flows' down in to rivers and valleys. At undergraduate level, the sand-box is an ideal focus for problem-solving exercises, for example exploring how geomorphology controls hydrological processes, how such processes can be altered and the subsequent impacts of the changes for environmental risk. It is particularly valuable for students who favour a visual or kinesthetic learning style. Results presented in this paper discuss how the sandbox provides a complex interactive environment that encourages communication, collaboration and co-design.
Air Force Human Resources Laboratory Annual Report - Fiscal Year 1983.
1984-08-01
were performed - digital image-generation visual system and three in the Advanced Simulator for Pilot Training at associated wide-angle windows. The...inputs by the trainee. This arrangement, and survivability in high-threat environments are , with its corresponding analog-to- digital interface... digitized models of various military vehicles and aircraft for continual update/expansion. Utilization: An interactive modeling system will be user
ERIC Educational Resources Information Center
Littlejohn, Deborah Kathleen
2011-01-01
This research concerns the culture of design education in the context of great change in the social and professional conditions of practice. Findings illuminate interrelationships among pedagogy, professional identity and the design of the instructional setting in programs that teach visual communication and interaction design. Participants'…
ERIC Educational Resources Information Center
Liu, Min; Lee, Jaejin; Kang, Jina; Liu, Sa
2016-01-01
Using a multi-case approach, we examined students' behavior patterns in interacting with a serious game environment using the emerging technologies of learning analytics and data visualization in order to understand how the patterns may vary according to students' learning characteristics. The results confirmed some preliminary findings from our…
ERIC Educational Resources Information Center
Peters, Richard
Students must clearly understand that every living thing on earth exists within the context of a system of interlocking dependency. Through the use of audio-visual materials, books, magazines, newspapers, and special television reports, as well as direct interaction with people, places, and things, students begin to develop a cognitive frame of…
NASA Astrophysics Data System (ADS)
Peterson, C. D.; Lisiecki, L. E.; Gebbie, G.; Hamann, B.; Kellogg, L. H.; Kreylos, O.; Kronenberger, M.; Spero, H. J.; Streletz, G. J.; Weber, C.
2015-12-01
Geologic problems and datasets are often 3D or 4D in nature, yet projected onto a 2D surface such as a piece of paper or a projection screen. Reducing the dimensionality of data forces the reader to "fill in" that collapsed dimension in their minds, creating a cognitive challenge for the reader, especially new learners. Scientists and students can visualize and manipulate 3D datasets using the virtual reality software developed for the immersive, real-time interactive 3D environment at the KeckCAVES at UC Davis. The 3DVisualizer software (Billen et al., 2008) can also operate on a desktop machine to produce interactive 3D maps of earthquake epicenter locations and 3D bathymetric maps of the seafloor. With 3D projections of seafloor bathymetry and ocean circulation proxy datasets in a virtual reality environment, we can create visualizations of carbon isotope (δ13C) records for academic research and to aid in demonstrating thermohaline circulation in the classroom. Additionally, 3D visualization of seafloor bathymetry allows students to see features of seafloor most people cannot observe first-hand. To enhance lessons on mid-ocean ridges and ocean basin genesis, we have created movies of seafloor bathymetry for a large-enrollment undergraduate-level class, Introduction to Oceanography. In the past four quarters, students have enjoyed watching 3D movies, and in the fall quarter (2015), we will assess how well 3D movies enhance learning. The class will be split into two groups, one who learns about the Mid-Atlantic Ridge from diagrams and lecture, and the other who learns with a supplemental 3D visualization. Both groups will be asked "what does the seafloor look like?" before and after the Mid-Atlantic Ridge lesson. Then the whole class will watch the 3D movie and respond to an additional question, "did the 3D visualization enhance your understanding of the Mid-Atlantic Ridge?" with the opportunity to further elaborate on the effectiveness of the visualization.
Applications of the pipeline environment for visual informatics and genomics computations
2011-01-01
Background Contemporary informatics and genomics research require efficient, flexible and robust management of large heterogeneous data, advanced computational tools, powerful visualization, reliable hardware infrastructure, interoperability of computational resources, and detailed data and analysis-protocol provenance. The Pipeline is a client-server distributed computational environment that facilitates the visual graphical construction, execution, monitoring, validation and dissemination of advanced data analysis protocols. Results This paper reports on the applications of the LONI Pipeline environment to address two informatics challenges - graphical management of diverse genomics tools, and the interoperability of informatics software. Specifically, this manuscript presents the concrete details of deploying general informatics suites and individual software tools to new hardware infrastructures, the design, validation and execution of new visual analysis protocols via the Pipeline graphical interface, and integration of diverse informatics tools via the Pipeline eXtensible Markup Language syntax. We demonstrate each of these processes using several established informatics packages (e.g., miBLAST, EMBOSS, mrFAST, GWASS, MAQ, SAMtools, Bowtie) for basic local sequence alignment and search, molecular biology data analysis, and genome-wide association studies. These examples demonstrate the power of the Pipeline graphical workflow environment to enable integration of bioinformatics resources which provide a well-defined syntax for dynamic specification of the input/output parameters and the run-time execution controls. Conclusions The LONI Pipeline environment http://pipeline.loni.ucla.edu provides a flexible graphical infrastructure for efficient biomedical computing and distributed informatics research. The interactive Pipeline resource manager enables the utilization and interoperability of diverse types of informatics resources. The Pipeline client-server model provides computational power to a broad spectrum of informatics investigators - experienced developers and novice users, user with or without access to advanced computational-resources (e.g., Grid, data), as well as basic and translational scientists. The open development, validation and dissemination of computational networks (pipeline workflows) facilitates the sharing of knowledge, tools, protocols and best practices, and enables the unbiased validation and replication of scientific findings by the entire community. PMID:21791102
Category Learning Research in the Interactive Online Environment Second Life
NASA Technical Reports Server (NTRS)
Andrews, Jan; Livingston, Ken; Sturm, Joshua; Bliss, Daniel; Hawthorne, Daniel
2011-01-01
The interactive online environment Second Life allows users to create novel three-dimensional stimuli that can be manipulated in a meaningful yet controlled environment. These features suggest Second Life's utility as a powerful tool for investigating how people learn concepts for unfamiliar objects. The first of two studies was designed to establish that cognitive processes elicited in this virtual world are comparable to those tapped in conventional settings by attempting to replicate the established finding that category learning systematically influences perceived similarity . From the perspective of an avatar, participants navigated a course of unfamiliar three-dimensional stimuli and were trained to classify them into two labeled categories based on two visual features. Participants then gave similarity ratings for pairs of stimuli and their responses were compared to those of control participants who did not learn the categories. Results indicated significant compression, whereby objects classified together were judged to be more similar by learning than control participants, thus supporting the validity of using Second Life as a laboratory for studying human cognition. A second study used Second Life to test the novel hypothesis that effects of learning on perceived similarity do not depend on the presence of verbal labels for categories. We presented the same stimuli but participants classified them by selecting between two complex visual patterns designed to be extremely difficult to label. While learning was more challenging in this condition , those who did learn without labels showed a compression effect identical to that found in the first study using verbal labels. Together these studies establish that at least some forms of human learning in Second Life parallel learning in the actual world and thus open the door to future studies that will make greater use of the enriched variety of objects and interactions possible in simulated environments compared to traditional experimental situations.
NASA Astrophysics Data System (ADS)
Kilb, D. L.; Fundis, A. T.; Risien, C. M.
2012-12-01
The focus of the Education and Public Engagement (EPE) component of the NSF's Ocean Observatories Initiative (OOI) is to provide a new layer of cyber-interactivity for undergraduate educators to bring near real-time data from the global ocean into learning environments. To accomplish this, we are designing six online services including: 1) visualization tools, 2) a lesson builder, 3) a concept map builder, 4) educational web services (middleware), 5) collaboration tools and 6) an educational resource database. Here, we report on our Fall 2012 release that includes the first four of these services: 1) Interactive visualization tools allow users to interactively select data of interest, display the data in various views (e.g., maps, time-series and scatter plots) and obtain statistical measures such as mean, standard deviation and a regression line fit to select data. Specific visualization tools include a tool to compare different months of data, a time series explorer tool to investigate the temporal evolution of select data parameters (e.g., sea water temperature or salinity), a glider profile tool that displays ocean glider tracks and associated transects, and a data comparison tool that allows users to view the data either in scatter plot view comparing one parameter with another, or in time series view. 2) Our interactive lesson builder tool allows users to develop a library of online lesson units, which are collaboratively editable and sharable and provides starter templates designed from learning theory knowledge. 3) Our interactive concept map tool allows the user to build and use concept maps, a graphical interface to map the connection between concepts and ideas. This tool also provides semantic-based recommendations, and allows for embedding of associated resources such as movies, images and blogs. 4) Education web services (middleware) will provide an educational resource database API.
Defense applications of the CAVE (CAVE automatic virtual environment)
NASA Astrophysics Data System (ADS)
Isabelle, Scott K.; Gilkey, Robert H.; Kenyon, Robert V.; Valentino, George; Flach, John M.; Spenny, Curtis H.; Anderson, Timothy R.
1997-07-01
The CAVE is a multi-person, room-sized, high-resolution, 3D video and auditory environment, which can be used to present very immersive virtual environment experiences. This paper describes the CAVE technology and the capability of the CAVE system as originally developed at the Electronics Visualization Laboratory of the University of Illinois- Chicago and as more recently implemented by Wright State University (WSU) in the Armstrong Laboratory at Wright- Patterson Air Force Base (WPAFB). One planned use of the WSU/WPAFB CAVE is research addressing the appropriate design of display and control interfaces for controlling uninhabited aerial vehicles. The WSU/WPAFB CAVE has a number of features that make it well-suited to this work: (1) 360 degrees surround, plus floor, high resolution visual displays, (2) virtual spatialized audio, (3) the ability to integrate real and virtual objects, and (4) rapid and flexible reconfiguration. However, even though the CAVE is likely to have broad utility for military applications, it does have certain limitations that may make it less well- suited to applications that require 'natural' haptic feedback, vestibular stimulation, or an ability to interact with close detailed objects.
Scientific Visualization Made Easy for the Scientist
NASA Astrophysics Data System (ADS)
Westerhoff, M.; Henderson, B.
2002-12-01
amirar is an application program used in creating 3D visualizations and geometric models of 3D image data sets from various application areas, e.g. medicine, biology, biochemistry, chemistry, physics, and engineering. It has demonstrated significant adoption in the market place since becoming commercially available in 2000. The rapid adoption has expanded the features being requested by the user base and broadened the scope of the amira product offering. The amira product offering includes amira Standard, amiraDevT, used to extend the product capabilities by users, amiraMolT, used for molecular visualization, amiraDeconvT, used to improve quality of image data, and amiraVRT, used in immersive VR environments. amira allows the user to construct a visualization tailored to his or her needs without requiring any programming knowledge. It also allows 3D objects to be represented as grids suitable for numerical simulations, notably as triangular surfaces and volumetric tetrahedral grids. The amira application also provides methods to generate such grids from voxel data representing an image volume, and it includes a general-purpose interactive 3D viewer. amiraDev provides an application-programming interface (API) that allows the user to add new components by C++ programming. amira supports many import formats including a 'raw' format allowing immediate access to your native uniform data sets. amira uses the power and speed of the OpenGLr and Open InventorT graphics libraries and 3D graphics accelerators to allow you to access over 145 modules, enabling you to process, probe, analyze and visualize your data. The amiraMolT extension adds powerful tools for molecular visualization to the existing amira platform. amiraMolT contains support for standard molecular file formats, tools for visualization and analysis of static molecules as well as molecular trajectories (time series). amiraDeconv adds tools for the deconvolution of 3D microscopic images. Deconvolution is the process of increasing image quality and resolution by computationally compensating artifacts of the recording process. amiraDeconv supports 3D wide field microscopy as well as 3D confocal microscopy. It offers both non-blind and blind image deconvolution algorithms. Non-blind deconvolution uses an individual measured point spread function, while non-blind algorithms work on the basis of only a few recording parameters (like numerical aperture or zoom factor). amiraVR is a specialized and extended version of the amira visualization system which is dedicated for use in immersive installations, such as large-screen stereoscopic projections, CAVEr or Holobenchr systems. Among others, it supports multi-threaded multi-pipe rendering, head-tracking, advanced 3D interaction concepts, and 3D menus allowing interaction with any amira object in the same way as on the desktop. With its unique set of features, amiraVR represents both a VR (Virtual Reality) ready application for scientific and medical visualization in immersive environments, and a development platform that allows building VR applications.
Globe Browsing: Contextualized Spatio-Temporal Planetary Surface Visualization.
Bladin, Karl; Axelsson, Emil; Broberg, Erik; Emmart, Carter; Ljung, Patric; Bock, Alexander; Ynnerman, Anders
2017-08-29
Results of planetary mapping are often shared openly for use in scientific research and mission planning. In its raw format, however, the data is not accessible to non-experts due to the difficulty in grasping the context and the intricate acquisition process. We present work on tailoring and integration of multiple data processing and visualization methods to interactively contextualize geospatial surface data of celestial bodies for use in science communication. As our approach handles dynamic data sources, streamed from online repositories, we are significantly shortening the time between discovery and dissemination of data and results. We describe the image acquisition pipeline, the pre-processing steps to derive a 2.5D terrain, and a chunked level-of-detail, out-of-core rendering approach to enable interactive exploration of global maps and high-resolution digital terrain models. The results are demonstrated for three different celestial bodies. The first case addresses high-resolution map data on the surface of Mars. A second case is showing dynamic processes, such as concurrent weather conditions on Earth that require temporal datasets. As a final example we use data from the New Horizons spacecraft which acquired images during a single flyby of Pluto. We visualize the acquisition process as well as the resulting surface data. Our work has been implemented in the OpenSpace software [8], which enables interactive presentations in a range of environments such as immersive dome theaters, interactive touch tables, and virtual reality headsets.
Visual adaptation dominates bimodal visual-motor action adaptation
de la Rosa, Stephan; Ferstl, Ylva; Bülthoff, Heinrich H.
2016-01-01
A long standing debate revolves around the question whether visual action recognition primarily relies on visual or motor action information. Previous studies mainly examined the contribution of either visual or motor information to action recognition. Yet, the interaction of visual and motor action information is particularly important for understanding action recognition in social interactions, where humans often observe and execute actions at the same time. Here, we behaviourally examined the interaction of visual and motor action recognition processes when participants simultaneously observe and execute actions. We took advantage of behavioural action adaptation effects to investigate behavioural correlates of neural action recognition mechanisms. In line with previous results, we find that prolonged visual exposure (visual adaptation) and prolonged execution of the same action with closed eyes (non-visual motor adaptation) influence action recognition. However, when participants simultaneously adapted visually and motorically – akin to simultaneous execution and observation of actions in social interactions - adaptation effects were only modulated by visual but not motor adaptation. Action recognition, therefore, relies primarily on vision-based action recognition mechanisms in situations that require simultaneous action observation and execution, such as social interactions. The results suggest caution when associating social behaviour in social interactions with motor based information. PMID:27029781
Active visual search in non-stationary scenes: coping with temporal variability and uncertainty
NASA Astrophysics Data System (ADS)
Ušćumlić, Marija; Blankertz, Benjamin
2016-02-01
Objective. State-of-the-art experiments for studying neural processes underlying visual cognition often constrain sensory inputs (e.g., static images) and our behavior (e.g., fixed eye-gaze, long eye fixations), isolating or simplifying the interaction of neural processes. Motivated by the non-stationarity of our natural visual environment, we investigated the electroencephalography (EEG) correlates of visual recognition while participants overtly performed visual search in non-stationary scenes. We hypothesized that visual effects (such as those typically used in human-computer interfaces) may increase temporal uncertainty (with reference to fixation onset) of cognition-related EEG activity in an active search task and therefore require novel techniques for single-trial detection. Approach. We addressed fixation-related EEG activity in an active search task with respect to stimulus-appearance styles and dynamics. Alongside popping-up stimuli, our experimental study embraces two composite appearance styles based on fading-in, enlarging, and motion effects. Additionally, we explored whether the knowledge obtained in the pop-up experimental setting can be exploited to boost the EEG-based intention-decoding performance when facing transitional changes of visual content. Main results. The results confirmed our initial hypothesis that the dynamic of visual content can increase temporal uncertainty of the cognition-related EEG activity in active search with respect to fixation onset. This temporal uncertainty challenges the pivotal aim to keep the decoding performance constant irrespective of visual effects. Importantly, the proposed approach for EEG decoding based on knowledge transfer between the different experimental settings gave a promising performance. Significance. Our study demonstrates that the non-stationarity of visual scenes is an important factor in the evolution of cognitive processes, as well as in the dynamic of ocular behavior (i.e., dwell time and fixation duration) in an active search task. In addition, our method to improve single-trial detection performance in this adverse scenario is an important step in making brain-computer interfacing technology available for human-computer interaction applications.
Tracking microbial colonization patterns associated with micro-environments of rice
NASA Astrophysics Data System (ADS)
Schmidt, Hannes; Eickhorst, Thilo
2015-04-01
The interface between soil and roots (i.e. the rhizosphere) represents a highly dynamic micro-environment for microbial populations. Root-derived compounds are released into the rhizosphere and may attract, stimulate, or inhibit native soil microorganisms. Microbes associated with the rhizosphere, in turn, may have deleterious, neutral, or promoting effects on the plant. Such influences of microbial populations on the plant and vice versa are likely to be greatest in close vicinity to the root surface. It is therefore essential to detect and visualize preferential micro-sites of microbial root colonization to identify potential areas of microbe-plant interaction. We present a single-cell based approach allowing for the localization, quantification, and visualization of native microbial populations in the rhizosphere and on the rhizoplane of soil-grown roots in situ. Catalyzed reporter deposition fluorescence in situ hybridization (CARD-FISH) in combination with confocal laser scanning microscopy was applied to observe colonization densities and patterns of microbial populations associated with wetland rice. Hybridizations with domain- and phylum-specific oligonucleotide probes showed that the growth stage of the rice plant as well as the distance to the root surface had a strong influence on microbial colonization patterns. Three-dimensional visualizations of root-associated microbes revealed micro-sites of preferential colonization. Highest cell numbers of archaea and bacteria were found at flowering stage of rice plant development. Irregular distribution patterns of microbiota observed at early growth stages shifted towards more uniform colonization with plant age. Accordingly, the highest colonization densities shifted from the tip to more mature regions of rice roots. Methanogenic archaea and methanotrophic bacteria were found to be co-localized at basal regions of lateral roots. Beneficial effects of a close association with root surfaces were indicated by proportionally higher numbers of methane-oxidizing bacteria on the rhizoplane compared to the rhizosphere. Such spatial effects could not be observed for methanogenic archaea. As a consequence, the detection and visualization of microbial colonization patterns on a micro-scale via CARD-FISH represents an instrumental approach in revealing potential sites of interaction between microbes and plants in soil micro-environments.
SimITK: visual programming of the ITK image-processing library within Simulink.
Dickinson, Andrew W L; Abolmaesumi, Purang; Gobbi, David G; Mousavi, Parvin
2014-04-01
The Insight Segmentation and Registration Toolkit (ITK) is a software library used for image analysis, visualization, and image-guided surgery applications. ITK is a collection of C++ classes that poses the challenge of a steep learning curve should the user not have appropriate C++ programming experience. To remove the programming complexities and facilitate rapid prototyping, an implementation of ITK within a higher-level visual programming environment is presented: SimITK. ITK functionalities are automatically wrapped into "blocks" within Simulink, the visual programming environment of MATLAB, where these blocks can be connected to form workflows: visual schematics that closely represent the structure of a C++ program. The heavily templated C++ nature of ITK does not facilitate direct interaction between Simulink and ITK; an intermediary is required to convert respective data types and allow intercommunication. As such, a SimITK "Virtual Block" has been developed that serves as a wrapper around an ITK class which is capable of resolving the ITK data types to native Simulink data types. Part of the challenge surrounding this implementation involves automatically capturing and storing the pertinent class information that need to be refined from an initial state prior to being reflected within the final block representation. The primary result from the SimITK wrapping procedure is multiple Simulink block libraries. From these libraries, blocks are selected and interconnected to demonstrate two examples: a 3D segmentation workflow and a 3D multimodal registration workflow. Compared to their pure-code equivalents, the workflows highlight ITK usability through an alternative visual interpretation of the code that abstracts away potentially confusing technicalities.
NASA Astrophysics Data System (ADS)
Li, Jing; Wu, Huayi; Yang, Chaowei; Wong, David W.; Xie, Jibo
2011-09-01
Geoscientists build dynamic models to simulate various natural phenomena for a better understanding of our planet. Interactive visualizations of these geoscience models and their outputs through virtual globes on the Internet can help the public understand the dynamic phenomena related to the Earth more intuitively. However, challenges arise when the volume of four-dimensional data (4D), 3D in space plus time, is huge for rendering. Datasets loaded from geographically distributed data servers require synchronization between ingesting and rendering data. Also the visualization capability of display clients varies significantly in such an online visualization environment; some may not have high-end graphic cards. To enhance the efficiency of visualizing dynamic volumetric data in virtual globes, this paper proposes a systematic framework, in which an octree-based multiresolution data structure is implemented to organize time series 3D geospatial data to be used in virtual globe environments. This framework includes a view-dependent continuous level of detail (LOD) strategy formulated as a synchronized part of the virtual globe rendering process. Through the octree-based data retrieval process, the LOD strategy enables the rendering of the 4D simulation at a consistent and acceptable frame rate. To demonstrate the capabilities of this framework, data of a simulated dust storm event are rendered in World Wind, an open source virtual globe. The rendering performances with and without the octree-based LOD strategy are compared. The experimental results show that using the proposed data structure and processing strategy significantly enhances the visualization performance when rendering dynamic geospatial phenomena in virtual globes.
Web-based Collaboration and Visualization in the ANDRILL Program
NASA Astrophysics Data System (ADS)
Reed, J.; Rack, F. R.; Huffman, L. T.; Cattadori, M.
2009-12-01
ANDRILL has embraced the web as a platform for facilitating collaboration and communicating science with educators, students and researchers alike. Two recent ANDRILL education and outreach projects, Project Circle 2008 and the Climate Change Student Summit, brought together classrooms from around the world to participate in cutting edge science. A large component of each project was the online collaboration achieved through project websites, blogs, and the GroupHub--a secure online environment where students could meet to send messages, exchange presentations and pictures, and even chat live. These technologies enabled students from different countries and time zones to connect and participate in a shared 'conversation' about climate change research. ANDRILL has also developed several interactive, web-based visualizations to make scientific drilling data more engaging and accessible to the science community and the public. Each visualization is designed around three core concepts that enable the Web 2.0 platform, namely, that they are: (1) customizable - a user can customize the visualization to display the exact data she is interested in; (2) linkable - each view in the visualization has a distinct URL that the user can share with her friends via sites like Facebook and Twitter; and (3) mashable - the user can take the visualization, mash it up with data from other sites or her own research, and embed it in her blog or website. The web offers an ideal environment for visualization and collaboration because it requires no special software and works across all computer platforms, which allows organizations and research projects to engage much larger audiences. In this presentation we will describe past challenges and successes, as well as future plans.
A virtual surgical environment for rehearsal of tympanomastoidectomy.
Chan, Sonny; Li, Peter; Lee, Dong Hoon; Salisbury, J Kenneth; Blevins, Nikolas H
2011-01-01
This article presents a virtual surgical environment whose purpose is to assist the surgeon in preparation for individual cases. The system constructs interactive anatomical models from patient-specific, multi-modal preoperative image data, and incorporates new methods for visually and haptically rendering the volumetric data. Evaluation of the system's ability to replicate temporal bone dissections for tympanomastoidectomy, using intraoperative video of the same patients as guides, showed strong correlations between virtual and intraoperative anatomy. The result is a portable and cost-effective tool that may prove highly beneficial for the purposes of surgical planning and rehearsal.
Human-scale interaction for virtual model displays: a clear case for real tools
NASA Astrophysics Data System (ADS)
Williams, George C.; McDowall, Ian E.; Bolas, Mark T.
1998-04-01
We describe a hand-held user interface for interacting with virtual environments displayed on a Virtual Model Display. The tool, constructed entirely of transparent materials, is see-through. We render a graphical counterpart of the tool on the display and map it one-to-one with the real tool. This feature, combined with a capability for touch- sensitive, discrete input, results in a useful spatial input device that is visually versatile. We discuss the tool's design and interaction techniques it supports. Briefly, we look at the human factors issues and engineering challenges presented by this tool and, in general, by the class of hand-held user interfaces that are see-through.
Translating the simulation of procedural drilling techniques for interactive neurosurgical training.
Stredney, Don; Rezai, Ali R; Prevedello, Daniel M; Elder, J Bradley; Kerwin, Thomas; Hittle, Bradley; Wiet, Gregory J
2013-10-01
Through previous efforts we have developed a fully virtual environment to provide procedural training of otologic surgical technique. The virtual environment is based on high-resolution volumetric data of the regional anatomy. These volumetric data help drive an interactive multisensory, ie, visual (stereo), aural (stereo), and tactile, simulation environment. Subsequently, we have extended our efforts to support the training of neurosurgical procedural technique as part of the Congress of Neurological Surgeons simulation initiative. To deliberately study the integration of simulation technologies into the neurosurgical curriculum and to determine their efficacy in teaching minimally invasive cranial and skull base approaches. We discuss issues of biofidelity and our methods to provide objective, quantitative and automated assessment for the residents. We conclude with a discussion of our experiences by reporting preliminary formative pilot studies and proposed approaches to take the simulation to the next level through additional validation studies. We have presented our efforts to translate an otologic simulation environment for use in the neurosurgical curriculum. We have demonstrated the initial proof of principles and define the steps to integrate and validate the system as an adjuvant to the neurosurgical curriculum.
Interactive visualization to advance earthquake simulation
Kellogg, L.H.; Bawden, G.W.; Bernardin, T.; Billen, M.; Cowgill, E.; Hamann, B.; Jadamec, M.; Kreylos, O.; Staadt, O.; Sumner, D.
2008-01-01
The geological sciences are challenged to manage and interpret increasing volumes of data as observations and simulations increase in size and complexity. For example, simulations of earthquake-related processes typically generate complex, time-varying data sets in two or more dimensions. To facilitate interpretation and analysis of these data sets, evaluate the underlying models, and to drive future calculations, we have developed methods of interactive visualization with a special focus on using immersive virtual reality (VR) environments to interact with models of Earth's surface and interior. Virtual mapping tools allow virtual "field studies" in inaccessible regions. Interactive tools allow us to manipulate shapes in order to construct models of geological features for geodynamic models, while feature extraction tools support quantitative measurement of structures that emerge from numerical simulation or field observations, thereby enabling us to improve our interpretation of the dynamical processes that drive earthquakes. VR has traditionally been used primarily as a presentation tool, albeit with active navigation through data. Reaping the full intellectual benefits of immersive VR as a tool for scientific analysis requires building on the method's strengths, that is, using both 3D perception and interaction with observed or simulated data. This approach also takes advantage of the specialized skills of geological scientists who are trained to interpret, the often limited, geological and geophysical data available from field observations. ?? Birkhaueser 2008.
Beyond Control Panels: Direct Manipulation for Visual Analytics
DOE Office of Scientific and Technical Information (OSTI.GOV)
Endert, Alexander; Bradel, Lauren; North, Chris
2013-07-19
Information Visualization strives to provide visual representations through which users can think about and gain insight into information. By leveraging the visual and cognitive systems of humans, complex relationships and phenomena occurring within datasets can be uncovered by exploring information visually. Interaction metaphors for such visualizations are designed to enable users direct control over the filters, queries, and other parameters controlling how the data is visually represented. Through the evolution of information visualization, more complex mathematical and data analytic models are being used to visualize relationships and patterns in data – creating the field of Visual Analytics. However, the expectationsmore » for how users interact with these visualizations has remained largely unchanged – focused primarily on the direct manipulation of parameters of the underlying mathematical models. In this article we present an opportunity to evolve the methodology for user interaction from the direct manipulation of parameters through visual control panels, to interactions designed specifically for visual analytic systems. Instead of focusing on traditional direct manipulation of mathematical parameters, the evolution of the field can be realized through direct manipulation within the visual representation – where users can not only gain insight, but also interact. This article describes future directions and research challenges that fundamentally change the meaning of direct manipulation with regards to visual analytics, advancing the Science of Interaction.« less
Visualizing and Understanding Socio-Environmental Dynamics in Baltimore
NASA Astrophysics Data System (ADS)
Zaitchik, B. F.; Omeara, K.; Guikema, S.; Scott, A.; Bessho, A.; Logan, T. M.
2015-12-01
The City of Baltimore, like any city, is the sum of its component neighborhoods, institutions, businesses, cultures, and, ultimately, its people. It is also an organism in its own right, with distinct geography, history, infrastructure, and environments that shape its residents even as it is shaped by them. Sometimes these interactions are obvious but often they are not; while basic economic patterns are widely documented, the distribution of socio-spatial and environmental connections often hides below the surface, as does the potential that those connections hold. Here we present results of a collaborative initiative on the geography, design, and policy of socio-environmental dynamics of Baltimore. Geospatial data derived from satellite imagery, demographic databases, social media feeds, infrastructure plans, and in situ environmental networks, among other sources, are applied to generate an interactive portrait of Baltimore City's social, health, and well-being dynamics. The layering of data serves as a platform for visualizing the interconnectedness of the City and as a database for modeling risk interactions, vulnerabilities, and strengths within and between communities. This presentation will provide an overview of project findings and highlight linkages to education and policy.
Suor, Jennifer H; Sturge-Apple, Melissa L; Davies, Patrick T; Cicchetti, Dante
2017-08-01
Harsh environments are known to predict deficits in children's cognitive abilities. Life history theory approaches challenge this interpretation, proposing stressed children's cognition becomes specialized to solve problems in fitness-enhancing ways. The goal of this study was to examine associations between early environmental harshness and children's problem-solving outcomes across tasks varying in ecological relevance. In addition, we utilize an evolutionary model of temperament toward further specifying whether hawk temperament traits moderate these associations. Two hundred and one mother-child dyads participated in a prospective multimethod study when children were 2 and 4 years old. At age 2, environmental harshness was assessed via maternal report of earned income and observations of maternal disengagement during a parent-child interaction task. Children's hawk temperament traits were assessed from a series of unfamiliar episodes. At age 4, children's reward-oriented and visual problem-solving were measured. Path analyses revealed early environmental harshness and children's hawk temperament traits predicted worse visual problem-solving. Results showed a significant two-way interaction between children's hawk temperament traits and environmental harshness on reward-oriented problem-solving. Simple slope analyses revealed the effect of environmental harshness on reward-oriented problem-solving was specific to children with higher levels of hawk traits. Results suggest early experiences of environmental harshness and child hawk temperament traits shape children's trajectories of problem-solving in an environment-fitting manner. © 2017 Association for Child and Adolescent Mental Health.
Simulator platform for fast reactor operation and safety technology demonstration
DOE Office of Scientific and Technical Information (OSTI.GOV)
Vilim, R. B.; Park, Y. S.; Grandy, C.
2012-07-30
A simulator platform for visualization and demonstration of innovative concepts in fast reactor technology is described. The objective is to make more accessible the workings of fast reactor technology innovations and to do so in a human factors environment that uses state-of-the art visualization technologies. In this work the computer codes in use at Argonne National Laboratory (ANL) for the design of fast reactor systems are being integrated to run on this platform. This includes linking reactor systems codes with mechanical structures codes and using advanced graphics to depict the thermo-hydraulic-structure interactions that give rise to an inherently safe responsemore » to upsets. It also includes visualization of mechanical systems operation including advanced concepts that make use of robotics for operations, in-service inspection, and maintenance.« less
JackIn Head: Immersive Visual Telepresence System with Omnidirectional Wearable Camera.
Kasahara, Shunichi; Nagai, Shohei; Rekimoto, Jun
2017-03-01
Sharing one's own immersive experience over the Internet is one of the ultimate goals of telepresence technology. In this paper, we present JackIn Head, a visual telepresence system featuring an omnidirectional wearable camera with image motion stabilization. Spherical omnidirectional video footage taken around the head of a local user is stabilized and then broadcast to others, allowing remote users to explore the immersive visual environment independently of the local user's head direction. We describe the system design of JackIn Head and report the evaluation results of real-time image stabilization and alleviation of cybersickness. Then, through an exploratory observation study, we investigate how individuals can remotely interact, communicate with, and assist each other with our system. We report our observation and analysis of inter-personal communication, demonstrating the effectiveness of our system in augmenting remote collaboration.
Hänel, Claudia; Pieperhoff, Peter; Hentschel, Bernd; Amunts, Katrin; Kuhlen, Torsten
2014-01-01
The visualization of the progression of brain tissue loss in neurodegenerative diseases like corticobasal syndrome (CBS) can provide not only information about the localization and distribution of the volume loss, but also helps to understand the course and the causes of this neurodegenerative disorder. The visualization of such medical imaging data is often based on 2D sections, because they show both internal and external structures in one image. Spatial information, however, is lost. 3D visualization of imaging data is capable to solve this problem, but it faces the difficulty that more internally located structures may be occluded by structures near the surface. Here, we present an application with two designs for the 3D visualization of the human brain to address these challenges. In the first design, brain anatomy is displayed semi-transparently; it is supplemented by an anatomical section and cortical areas for spatial orientation, and the volumetric data of volume loss. The second design is guided by the principle of importance-driven volume rendering: A direct line-of-sight to the relevant structures in the deeper parts of the brain is provided by cutting out a frustum-like piece of brain tissue. The application was developed to run in both, standard desktop environments and in immersive virtual reality environments with stereoscopic viewing for improving the depth perception. We conclude, that the presented application facilitates the perception of the extent of brain degeneration with respect to its localization and affected regions. PMID:24847243
Partonomies for interactive explorable 3D-models of anatomy.
Schubert, R; Höhne, K H
1998-01-01
We introduce a concept to model subtle part-whole-semantics for the use with interactive 3d-models of human anatomy. Similar to experiences with modeling partonomies for physical artifacts like machines or buildings we found one unique part-whole-relation to be insufficient to represent anatomical reality. This claim will be illustrated with anatomical examples. According to the requirements these examples demand, a semantic classification of part-whole-relations is introduced. Initial results in modeling anatomical partonomies for a 3d-visualization environment proved this approach to be an promising way to represent anatomy and to enable powerful complex inferences.
Landmark lecture on cardiac intensive care and anaesthesia: continuum and conundrums.
Laussen, Peter C
2017-12-01
Cardiac anesthesia and critical care provide an important continuum of care for patients with congenital heart disease. Clinicians in both areas work in complex environments in which the interactions between humans and technology is critical. Understanding our contributions to outcomes (modifiable risk) and our ability to perceive and predict an evolving clinical state (low failure-to-predict rate) are important performance metrics. Improved methods for capturing continuous physiologic signals will allow for new and interactive approaches to data visualization, and for sophisticated and iterative data modeling that will help define a patient's phenotype and response to treatment (precision physiology).
a Low-Cost and Lightweight 3d Interactive Real Estate-Purposed Indoor Virtual Reality Application
NASA Astrophysics Data System (ADS)
Ozacar, K.; Ortakci, Y.; Kahraman, I.; Durgut, R.; Karas, I. R.
2017-11-01
Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR) technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.
Gestural interaction in a virtual environment
NASA Astrophysics Data System (ADS)
Jacoby, Richard H.; Ferneau, Mark; Humphries, Jim
1994-04-01
This paper discusses the use of hand gestures (i.e., changing finger flexion) within a virtual environment (VE). Many systems now employ static hand postures (i.e., static finger flexion), often coupled with hand translations and rotations, as a method of interacting with a VE. However, few systems are currently using dynamically changing finger flexion for interacting with VEs. In our system, the user wears an electronically instrumented glove. We have developed a simple algorithm for recognizing gestures for use in two applications: automotive design and visualization of atmospheric data. In addition to recognizing the gestures, we also calculate the rate at which the gestures are made and the rate and direction of hand movement while making the gestures. We report on our experiences with the algorithm design and implementation, and the use of the gestures in our applications. We also talk about our background work in user calibration of the glove, as well as learned and innate posture recognition (postures recognized with and without training, respectively).
Interactive and Versatile Navigation of Structural Databases.
Korb, Oliver; Kuhn, Bernd; Hert, Jérôme; Taylor, Neil; Cole, Jason; Groom, Colin; Stahl, Martin
2016-05-12
We present CSD-CrossMiner, a novel tool for pharmacophore-based searches in crystal structure databases. Intuitive pharmacophore queries describing, among others, protein-ligand interaction patterns, ligand scaffolds, or protein environments can be built and modified interactively. Matching crystal structures are overlaid onto the query and visualized as soon as they are available, enabling the researcher to quickly modify a hypothesis on the fly. We exemplify the utility of the approach by showing applications relevant to real-world drug discovery projects, including the identification of novel fragments for a specific protein environment or scaffold hopping. The ability to concurrently search protein-ligand binding sites extracted from the Protein Data Bank (PDB) and small organic molecules from the Cambridge Structural Database (CSD) using the same pharmacophore query further emphasizes the flexibility of CSD-CrossMiner. We believe that CSD-CrossMiner closes an important gap in mining structural data and will allow users to extract more value from the growing number of available crystal structures.
Freeform object design and simultaneous manufacturing
NASA Astrophysics Data System (ADS)
Zhang, Wei; Zhang, Weihan; Lin, Heng; Leu, Ming C.
2003-04-01
Today's product design, especially the consuming product design, focuses more and more on individuation, originality, and the time to market. One way to meet these challenges is using the interactive and creationary product design methods and rapid prototyping/rapid tooling. This paper presents a novel Freeform Object Design and Simultaneous Manufacturing (FODSM) method that combines the natural interaction feature in the design phase and simultaneous manufacturing feature in the prototyping phase. The natural interactive three-dimensional design environment is achieved by adopting virtual reality technology. The geometry of the designed object is defined through the process of "virtual sculpting" during which the designer can touch and visualize the designed object and can hear the virtual manufacturing environment noise. During the designing process, the computer records the sculpting trajectories and automatically translates them into NC codes so as to simultaneously machine the designed part. The paper introduced the principle, implementation process, and key techniques of the new method, and compared it with other popular rapid prototyping methods.
Kennedy, Kelsey M; Bhaw-Luximon, Archana; Jhurry, Dhanjay
2017-03-01
Engineered scaffolds produced by electrospinning of biodegradable polymers offer a 3D, nanofibrous environment with controllable structural, chemical, and mechanical properties that mimic the extracellular matrix of native tissues and have shown promise for a number of tissue engineering applications. The microscale mechanical interactions between cells and electrospun matrices drive cell behaviors including migration and differentiation that are critical to promote tissue regeneration. Recent developments in understanding these mechanical interactions in electrospun environments are reviewed, with emphasis on how fiber geometry and polymer structure impact on the local mechanical properties of scaffolds, how altering the micromechanics cues cell behaviors, and how, in turn, cellular and extrinsic forces exerted on the matrix mechanically remodel an electrospun scaffold throughout tissue development. Techniques used to measure and visualize these mechanical interactions are described. We provide a critical outlook on technological gaps that must be overcome to advance the ability to design, assess, and manipulate the mechanical environment in electrospun scaffolds toward constructs that may be successfully applied in tissue engineering and regenerative medicine. Tissue engineering requires design of scaffolds that interact with cells to promote tissue development. Electrospinning is a promising technique for fabricating fibrous, biomimetic scaffolds. Effects of electrospun matrix microstructure and biochemical properties on cell behavior have been extensively reviewed previously; here, we consider cell-matrix interaction from a mechanical perspective. Micromechanical properties as a driver of cell behavior has been well established in planar substrates, but more recently, many studies have provided new insights into mechanical interaction in fibrillar, electrospun environments. This review provides readers with an overview of how electrospun scaffold mechanics and cell behavior work in a dynamic feedback loop to drive tissue development, and discusses opportunities for improved design of mechanical environments that are conducive to tissue development. Copyright © 2016 Acta Materialia Inc. Published by Elsevier Ltd. All rights reserved.
Telescopic multi-resolution augmented reality
NASA Astrophysics Data System (ADS)
Jenkins, Jeffrey; Frenchi, Christopher; Szu, Harold
2014-05-01
To ensure a self-consistent scaling approximation, the underlying microscopic fluctuation components can naturally influence macroscopic means, which may give rise to emergent observable phenomena. In this paper, we describe a consistent macroscopic (cm-scale), mesoscopic (micron-scale), and microscopic (nano-scale) approach to introduce Telescopic Multi-Resolution (TMR) into current Augmented Reality (AR) visualization technology. We propose to couple TMR-AR by introducing an energy-matter interaction engine framework that is based on known Physics, Biology, Chemistry principles. An immediate payoff of TMR-AR is a self-consistent approximation of the interaction between microscopic observables and their direct effect on the macroscopic system that is driven by real-world measurements. Such an interdisciplinary approach enables us to achieve more than multiple scale, telescopic visualization of real and virtual information but also conducting thought experiments through AR. As a result of the consistency, this framework allows us to explore a large dimensionality parameter space of measured and unmeasured regions. Towards this direction, we explore how to build learnable libraries of biological, physical, and chemical mechanisms. Fusing analytical sensors with TMR-AR libraries provides a robust framework to optimize testing and evaluation through data-driven or virtual synthetic simulations. Visualizing mechanisms of interactions requires identification of observable image features that can indicate the presence of information in multiple spatial and temporal scales of analog data. The AR methodology was originally developed to enhance pilot-training as well as `make believe' entertainment industries in a user-friendly digital environment We believe TMR-AR can someday help us conduct thought experiments scientifically, to be pedagogically visualized in a zoom-in-and-out, consistent, multi-scale approximations.
FuryExplorer: visual-interactive exploration of horse motion capture data
NASA Astrophysics Data System (ADS)
Wilhelm, Nils; Vögele, Anna; Zsoldos, Rebeka; Licka, Theresia; Krüger, Björn; Bernard, Jürgen
2015-01-01
The analysis of equine motion has a long tradition in the past of mankind. Equine biomechanics aims at detecting characteristics of horses indicative of good performance. Especially, veterinary medicine gait analysis plays an important role in diagnostics and in the emerging research of long-term effects of athletic exercises. More recently, the incorporation of motion capture technology contributed to an easier and faster analysis, with a trend from mere observation of horses towards the analysis of multivariate time-oriented data. However, due to the novelty of this topic being raised within an interdisciplinary context, there is yet a lack of visual-interactive interfaces to facilitate time series data analysis and information discourse for the veterinary and biomechanics communities. In this design study, we bring visual analytics technology into the respective domains, which, to our best knowledge, was never approached before. Based on requirements developed in the domain characterization phase, we present a visual-interactive system for the exploration of horse motion data. The system provides multiple views which enable domain experts to explore frequent poses and motions, but also to drill down to interesting subsets, possibly containing unexpected patterns. We show the applicability of the system in two exploratory use cases, one on the comparison of different gait motions, and one on the analysis of lameness recovery. Finally, we present the results of a summative user study conducted in the environment of the domain experts. The overall outcome was a significant improvement in effectiveness and efficiency in the analytical workflow of the domain experts.
pV3-Gold Visualization Environment for Computer Simulations
NASA Technical Reports Server (NTRS)
Babrauckas, Theresa L.
1997-01-01
A new visualization environment, pV3-Gold, can be used during and after a computer simulation to extract and visualize the physical features in the results. This environment, which is an extension of the pV3 visualization environment developed at the Massachusetts Institute of Technology with guidance and support by researchers at the NASA Lewis Research Center, features many tools that allow users to display data in various ways.
Decoding conjunctions of direction-of-motion and binocular disparity from human visual cortex.
Seymour, Kiley J; Clifford, Colin W G
2012-05-01
Motion and binocular disparity are two features in our environment that share a common correspondence problem. Decades of psychophysical research dedicated to understanding stereopsis suggest that these features interact early in human visual processing to disambiguate depth. Single-unit recordings in the monkey also provide evidence for the joint encoding of motion and disparity across much of the dorsal visual stream. Here, we used functional MRI and multivariate pattern analysis to examine where in the human brain conjunctions of motion and disparity are encoded. Subjects sequentially viewed two stimuli that could be distinguished only by their conjunctions of motion and disparity. Specifically, each stimulus contained the same feature information (leftward and rightward motion and crossed and uncrossed disparity) but differed exclusively in the way these features were paired. Our results revealed that a linear classifier could accurately decode which stimulus a subject was viewing based on voxel activation patterns throughout the dorsal visual areas and as early as V2. This decoding success was conditional on some voxels being individually sensitive to the unique conjunctions comprising each stimulus, thus a classifier could not rely on independent information about motion and binocular disparity to distinguish these conjunctions. This study expands on evidence that disparity and motion interact at many levels of human visual processing, particularly within the dorsal stream. It also lends support to the idea that stereopsis is subserved by early mechanisms also tuned to direction of motion.
Kaiser, Daniel; Stein, Timo; Peelen, Marius V.
2014-01-01
In virtually every real-life situation humans are confronted with complex and cluttered visual environments that contain a multitude of objects. Because of the limited capacity of the visual system, objects compete for neural representation and cognitive processing resources. Previous work has shown that such attentional competition is partly object based, such that competition among elements is reduced when these elements perceptually group into an object based on low-level cues. Here, using functional MRI (fMRI) and behavioral measures, we show that the attentional benefit of grouping extends to higher-level grouping based on the relative position of objects as experienced in the real world. An fMRI study designed to measure competitive interactions among objects in human visual cortex revealed reduced neural competition between objects when these were presented in commonly experienced configurations, such as a lamp above a table, relative to the same objects presented in other configurations. In behavioral visual search studies, we then related this reduced neural competition to improved target detection when distracter objects were shown in regular configurations. Control studies showed that low-level grouping could not account for these results. We interpret these findings as reflecting the grouping of objects based on higher-level spatial-relational knowledge acquired through a lifetime of seeing objects in specific configurations. This interobject grouping effectively reduces the number of objects that compete for representation and thereby contributes to the efficiency of real-world perception. PMID:25024190
Jao Keehn, R Joanne; Sanchez, Sandra S; Stewart, Claire R; Zhao, Weiqi; Grenesko-Stevens, Emily L; Keehn, Brandon; Müller, Ralph-Axel
2017-01-01
Autism spectrum disorders (ASD) are pervasive developmental disorders characterized by impairments in language development and social interaction, along with restricted and stereotyped behaviors. These behaviors often include atypical responses to sensory stimuli; some children with ASD are easily overwhelmed by sensory stimuli, while others may seem unaware of their environment. Vision and audition are two sensory modalities important for social interactions and language, and are differentially affected in ASD. In the present study, 16 children and adolescents with ASD and 16 typically developing (TD) participants matched for age, gender, nonverbal IQ, and handedness were tested using a mixed event-related/blocked functional magnetic resonance imaging paradigm to examine basic perceptual processes that may form the foundation for later-developing cognitive abilities. Auditory (high or low pitch) and visual conditions (dot located high or low in the display) were presented, and participants indicated whether the stimuli were "high" or "low." Results for the auditory condition showed downregulated activity of the visual cortex in the TD group, but upregulation in the ASD group. This atypical activity in visual cortex was associated with autism symptomatology. These findings suggest atypical crossmodal (auditory-visual) modulation linked to sociocommunicative deficits in ASD, in agreement with the general hypothesis of low-level sensorimotor impairments affecting core symptomatology. Autism Res 2017, 10: 130-143. © 2016 International Society for Autism Research, Wiley Periodicals, Inc. © 2016 International Society for Autism Research, Wiley Periodicals, Inc.
Infants' prospective control during object manipulation in an uncertain environment.
Gottwald, Janna M; Gredebäck, Gustaf
2015-08-01
This study investigates how infants use visual and sensorimotor information to prospectively control their actions. We gave 14-month-olds two objects of different weight and observed how high they were lifted, using a Qualisys Motion Capture System. In one condition, the two objects were visually distinct (different color condition) in another they were visually identical (same color condition). Lifting amplitudes of the first movement unit were analyzed in order to assess prospective control. Results demonstrate that infants lifted a light object higher than a heavy object, especially when vision could be used to assess weight (different color condition). When being confronted with two visually identical objects of different weight (same color condition), infants showed a different lifting pattern than what could be observed in the different color condition, expressed by a significant interaction effect between object weight and color condition on lifting amplitude. These results indicate that (a) visual information about object weight can be used to prospectively control lifting actions and that (b) infants are able to prospectively control their lifting actions even without visual information about object weight. We argue that infants, in the absence of reliable visual information about object weight, heighten their dependence on non-visual information (tactile, sensorimotor memory) in order to estimate weight and pre-adjust their lifting actions in a prospective manner.
MSIAC Journal. Volume 3, Issue 1, March 2008
2008-03-01
Interaction Surprise Risk Suspense Art and Beauty Learning processEntertainment Trainer PreferencesGamer Preferences A review of these preferences...certification level event within a continuous sce- nario for a complex tactical aviation mission that lead to the selection of Steal Beasts for the conduct...visual environment. The avia- tion training school had already purchased an adequate number of Steel Beasts licences and so it was selected as the most
Interaction Junk: User Interaction-Based Evaluation of Visual Analytic Systems
DOE Office of Scientific and Technical Information (OSTI.GOV)
Endert, Alexander; North, Chris
2012-10-14
With the growing need for visualization to aid users in understanding large, complex datasets, the ability for users to interact and explore these datasets is critical. As visual analytic systems have advanced to leverage powerful computational models and data analytics capabilities, the modes by which users engage and interact with the information are limited. Often, users are taxed with directly manipulating parameters of these models through traditional GUIs (e.g., using sliders to directly manipulate the value of a parameter). However, the purpose of user interaction in visual analytic systems is to enable visual data exploration – where users can focusmore » on their task, as opposed to the tool or system. As a result, users can engage freely in data exploration and decision-making, for the purpose of gaining insight. In this position paper, we discuss how evaluating visual analytic systems can be approached through user interaction analysis, where the goal is to minimize the cognitive translation between the visual metaphor and the mode of interaction (i.e., reducing the “Interactionjunk”). We motivate this concept through a discussion of traditional GUIs used in visual analytics for direct manipulation of model parameters, and the importance of designing interactions the support visual data exploration.« less
Spielvogel, Ines; Matthes, Jörg; Naderer, Brigitte; Karsay, Kathrin
2018-06-01
Based on cue reactivity theory, food cues embedded in media content can lead to physiological and psychological responses in children. Research suggests that unhealthy food cues are represented more extensively and interactively in children's media environments than healthy ones. However, it is not clear to this date whether children react differently to unhealthy compared to healthy food cues. In an experimental study with 56 children (55.4% girls; M age = 8.00, SD = 1.58), we used eye-tracking to determine children's attention to unhealthy and healthy food cues embedded in a narrative cartoon movie. Besides varying the food type (i.e., healthy vs. unhealthy), we also manipulated the integration levels of food cues with characters (i.e., level of food integration; no interaction vs. handling vs. consumption), and we assessed children's individual susceptibility factors by measuring the impact of their hunger level. Our results indicated that unhealthy food cues attract children's visual attention to a larger extent than healthy cues. However, their initial visual interest did not differ between unhealthy and healthy food cues. Furthermore, an increase in the level of food integration led to an increase in visual attention. Our findings showed no moderating impact of hunger. We conclude that especially unhealthy food cues with an interactive connection trigger cue reactivity in children. Copyright © 2018 Elsevier Ltd. All rights reserved.
Situated sentence processing: the coordinated interplay account and a neurobehavioral model.
Crocker, Matthew W; Knoeferle, Pia; Mayberry, Marshall R
2010-03-01
Empirical evidence demonstrating that sentence meaning is rapidly reconciled with the visual environment has been broadly construed as supporting the seamless interaction of visual and linguistic representations during situated comprehension. Based on recent behavioral and neuroscientific findings, however, we argue for the more deeply rooted coordination of the mechanisms underlying visual and linguistic processing, and for jointly considering the behavioral and neural correlates of scene-sentence reconciliation during situated comprehension. The Coordinated Interplay Account (CIA; Knoeferle, P., & Crocker, M. W. (2007). The influence of recent scene events on spoken comprehension: Evidence from eye movements. Journal of Memory and Language, 57(4), 519-543) asserts that incremental linguistic interpretation actively directs attention in the visual environment, thereby increasing the salience of attended scene information for comprehension. We review behavioral and neuroscientific findings in support of the CIA's three processing stages: (i) incremental sentence interpretation, (ii) language-mediated visual attention, and (iii) the on-line influence of non-linguistic visual context. We then describe a recently developed connectionist model which both embodies the central CIA proposals and has been successfully applied in modeling a range of behavioral findings from the visual world paradigm (Mayberry, M. R., Crocker, M. W., & Knoeferle, P. (2009). Learning to attend: A connectionist model of situated language comprehension. Cognitive Science). Results from a new simulation suggest the model also correlates with event-related brain potentials elicited by the immediate use of visual context for linguistic disambiguation (Knoeferle, P., Habets, B., Crocker, M. W., & Münte, T. F. (2008). Visual scenes trigger immediate syntactic reanalysis: Evidence from ERPs during situated spoken comprehension. Cerebral Cortex, 18(4), 789-795). Finally, we argue that the mechanisms underlying interpretation, visual attention, and scene apprehension are not only in close temporal synchronization, but have co-adapted to optimize real-time visual grounding of situated spoken language, thus facilitating the association of linguistic, visual and motor representations that emerge during the course of our embodied linguistic experience in the world. Copyright 2009 Elsevier Inc. All rights reserved.
DOE Office of Scientific and Technical Information (OSTI.GOV)
NONE
1997-05-01
The Interactive Computer-Enhanced Remote Viewing System (ICERVS) is a software tool for complex three-dimensional (3-D) visualization and modeling. Its primary purpose is to facilitate the use of robotic and telerobotic systems in remote and/or hazardous environments, where spatial information is provided by 3-D mapping sensors. ICERVS provides a robust, interactive system for viewing sensor data in 3-D and combines this with interactive geometric modeling capabilities that allow an operator to construct CAD models to match the remote environment. Part I of this report traces the development of ICERVS through three evolutionary phases: (1) development of first-generation software to render orthogonalmore » view displays and wireframe models; (2) expansion of this software to include interactive viewpoint control, surface-shaded graphics, material (scalar and nonscalar) property data, cut/slice planes, color and visibility mapping, and generalized object models; (3) demonstration of ICERVS as a tool for the remediation of underground storage tanks (USTs) and the dismantlement of contaminated processing facilities. Part II of this report details the software design of ICERVS, with particular emphasis on its object-oriented architecture and user interface.« less
Computer-aided light sheet flow visualization using photogrammetry
NASA Technical Reports Server (NTRS)
Stacy, Kathryn; Severance, Kurt; Childers, Brooks A.
1994-01-01
A computer-aided flow visualization process has been developed to analyze video images acquired from rotating and translating light sheet visualization systems. The computer process integrates a mathematical model for image reconstruction, advanced computer graphics concepts, and digital image processing to provide a quantitative and a visual analysis capability. The image reconstruction model, based on photogrammetry, uses knowledge of the camera and light sheet locations and orientations to project two-dimensional light sheet video images into three-dimensional space. A sophisticated computer visualization package, commonly used to analyze computational fluid dynamics (CFD) results, was chosen to interactively display the reconstructed light sheet images with the numerical surface geometry for the model or aircraft under study. The photogrammetric reconstruction technique and the image processing and computer graphics techniques and equipment are described. Results of the computer-aided process applied to both a wind tunnel translating light sheet experiment and an in-flight rotating light sheet experiment are presented. The capability to compare reconstructed experimental light sheet images with CFD solutions in the same graphics environment is also demonstrated.
Computer-Aided Light Sheet Flow Visualization
NASA Technical Reports Server (NTRS)
Stacy, Kathryn; Severance, Kurt; Childers, Brooks A.
1993-01-01
A computer-aided flow visualization process has been developed to analyze video images acquired from rotating and translating light sheet visualization systems. The computer process integrates a mathematical model for image reconstruction, advanced computer graphics concepts, and digital image processing to provide a quantitative and visual analysis capability. The image reconstruction model, based on photogrammetry, uses knowledge of the camera and light sheet locations and orientations to project two-dimensional light sheet video images into three-dimensional space. A sophisticated computer visualization package, commonly used to analyze computational fluid dynamics (CFD) data sets, was chosen to interactively display the reconstructed light sheet images, along with the numerical surface geometry for the model or aircraft under study. A description is provided of the photogrammetric reconstruction technique, and the image processing and computer graphics techniques and equipment. Results of the computer aided process applied to both a wind tunnel translating light sheet experiment and an in-flight rotating light sheet experiment are presented. The capability to compare reconstructed experimental light sheet images and CFD solutions in the same graphics environment is also demonstrated.
Christensen, A. J.; Srinivasan, V.; Hart, J. C.; ...
2018-03-17
Sustainable crop production is a contributing factor to current and future food security. Innovative technologies are needed to design strategies that will achieve higher crop yields on less land and with fewer resources. Computational modeling coupled with advanced scientific visualization enables researchers to explore and interact with complex agriculture, nutrition, and climate data to predict how crops will respond to untested environments. These virtual observations and predictions can direct the development of crop ideotypes designed to meet future yield and nutritional demands. This review surveys modeling strategies for the development of crop ideotypes and scientific visualization technologies that have ledmore » to discoveries in “big data” analysis. Combined modeling and visualization approaches have been used to realistically simulate crops and to guide selection that immediately enhances crop quantity and quality under challenging environmental conditions. Lastly, this survey of current and developing technologies indicates that integrative modeling and advanced scientific visualization may help overcome challenges in agriculture and nutrition data as large-scale and multidimensional data become available in these fields.« less
Visual Perspective and Feedback Guidance for VR Free-Throw Training.
Covaci, Alexandra; Olivier, Anne-Hélène; Multon, Franck
2015-01-01
Accurate distance perception and natural interactions are mandatory conditions when training precision aiming tasks in VR. However, many factors specific to virtual environments (VEs) lead to differences in the way users execute a motor task in VR versus the real world. To investigate these differences, the authors performed a study on basketball beginners' free-throw performance in VEs under different visual conditions. Although the success rate is not statistically different, some adaptations occurred in the way the users performed the task, depending on the visual conditions. In the third-person perspective visual condition, the release parameters indicate that the users more accurately estimated distance to target. Adding visual guidance information (gradual depth information showing the ideal ball trajectory) also led to more natural motor behavior. The final aim of this study was to develop a reliable basketball free-throw training system in VEs, so the authors compared beginners' performances in VR with experts' models of performance. Their results show that most of the performance variables tended to evolve closer to the experts' performance during the training in the VE.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Christensen, A. J.; Srinivasan, V.; Hart, J. C.
Sustainable crop production is a contributing factor to current and future food security. Innovative technologies are needed to design strategies that will achieve higher crop yields on less land and with fewer resources. Computational modeling coupled with advanced scientific visualization enables researchers to explore and interact with complex agriculture, nutrition, and climate data to predict how crops will respond to untested environments. These virtual observations and predictions can direct the development of crop ideotypes designed to meet future yield and nutritional demands. This review surveys modeling strategies for the development of crop ideotypes and scientific visualization technologies that have ledmore » to discoveries in “big data” analysis. Combined modeling and visualization approaches have been used to realistically simulate crops and to guide selection that immediately enhances crop quantity and quality under challenging environmental conditions. Lastly, this survey of current and developing technologies indicates that integrative modeling and advanced scientific visualization may help overcome challenges in agriculture and nutrition data as large-scale and multidimensional data become available in these fields.« less
Christensen, A J; Srinivasan, Venkatraman; Hart, John C; Marshall-Colon, Amy
2018-05-01
Sustainable crop production is a contributing factor to current and future food security. Innovative technologies are needed to design strategies that will achieve higher crop yields on less land and with fewer resources. Computational modeling coupled with advanced scientific visualization enables researchers to explore and interact with complex agriculture, nutrition, and climate data to predict how crops will respond to untested environments. These virtual observations and predictions can direct the development of crop ideotypes designed to meet future yield and nutritional demands. This review surveys modeling strategies for the development of crop ideotypes and scientific visualization technologies that have led to discoveries in "big data" analysis. Combined modeling and visualization approaches have been used to realistically simulate crops and to guide selection that immediately enhances crop quantity and quality under challenging environmental conditions. This survey of current and developing technologies indicates that integrative modeling and advanced scientific visualization may help overcome challenges in agriculture and nutrition data as large-scale and multidimensional data become available in these fields.
Giesbrecht, Barry; Sy, Jocelyn L.; Guerin, Scott A.
2012-01-01
Environmental context learned without awareness can facilitate visual processing of goal-relevant information. According to one view, the benefit of implicitly learned context relies on the neural systems involved in spatial attention and hippocampus-mediated memory. While this view has received empirical support, it contradicts traditional models of hippocampal function. The purpose of the present work was to clarify the influence of spatial context on visual search performance and on brain structures involved memory and attention. Event-related functional magnetic resonance imaging revealed that activity in the hippocampus as well as in visual and parietal cortex was modulated by learned visual context even though participants’ subjective reports and performance on a post-experiment recognition task indicated no explicit knowledge of the learned context. Moreover, the magnitude of the initial selective hippocampus response predicted the magnitude of the behavioral benefit due to context observed at the end of the experiment. The results suggest that implicit contextual learning is mediated by attention and memory and that these systems interact to support search of our environment. PMID:23099047
Christensen, A J; Srinivasan, Venkatraman; Hart, John C; Marshall-Colon, Amy
2018-01-01
Abstract Sustainable crop production is a contributing factor to current and future food security. Innovative technologies are needed to design strategies that will achieve higher crop yields on less land and with fewer resources. Computational modeling coupled with advanced scientific visualization enables researchers to explore and interact with complex agriculture, nutrition, and climate data to predict how crops will respond to untested environments. These virtual observations and predictions can direct the development of crop ideotypes designed to meet future yield and nutritional demands. This review surveys modeling strategies for the development of crop ideotypes and scientific visualization technologies that have led to discoveries in “big data” analysis. Combined modeling and visualization approaches have been used to realistically simulate crops and to guide selection that immediately enhances crop quantity and quality under challenging environmental conditions. This survey of current and developing technologies indicates that integrative modeling and advanced scientific visualization may help overcome challenges in agriculture and nutrition data as large-scale and multidimensional data become available in these fields. PMID:29562368
Computer-aided light sheet flow visualization
NASA Technical Reports Server (NTRS)
Stacy, Kathryn; Severance, Kurt; Childers, Brooks A.
1993-01-01
A computer-aided flow visualization process has been developed to analyze video images acquired from rotating and translating light sheet visualization systems. The computer process integrates a mathematical model for image reconstruction, advanced computer graphics concepts, and digital image processing to provide a quantitative and visual analysis capability. The image reconstruction model, based on photogrammetry, uses knowledge of the camera and light sheet locations and orientations to project two-dimensional light sheet video images into three-dimensional space. A sophisticated computer visualization package, commonly used to analyze computational fluid dynamics (CFD) data sets, was chosen to interactively display the reconstructed light sheet images, along with the numerical surface geometry for the model or aircraft under study. A description is provided of the photogrammetric reconstruction technique, and the image processing and computer graphics techniques and equipment. Results of the computer aided process applied to both a wind tunnel translating light sheet experiment and an in-flight rotating light sheet experiment are presented. The capability to compare reconstructed experimental light sheet images and CFD solutions in the same graphics environment is also demonstrated.
An Exploratory Study of Interactivity in Visualization Tools: "Flow" of Interaction
ERIC Educational Resources Information Center
Liang, Hai-Ning; Parsons, Paul C.; Wu, Hsien-Chi; Sedig, Kamran
2010-01-01
This paper deals with the design of interactivity in visualization tools. There are several factors that can be used to guide the analysis and design of the interactivity of these tools. One such factor is flow, which is concerned with the duration of interaction with visual representations of information--interaction being the actions performed…
The Bilingual Language Interaction Network for Comprehension of Speech*
Marian, Viorica
2013-01-01
During speech comprehension, bilinguals co-activate both of their languages, resulting in cross-linguistic interaction at various levels of processing. This interaction has important consequences for both the structure of the language system and the mechanisms by which the system processes spoken language. Using computational modeling, we can examine how cross-linguistic interaction affects language processing in a controlled, simulated environment. Here we present a connectionist model of bilingual language processing, the Bilingual Language Interaction Network for Comprehension of Speech (BLINCS), wherein interconnected levels of processing are created using dynamic, self-organizing maps. BLINCS can account for a variety of psycholinguistic phenomena, including cross-linguistic interaction at and across multiple levels of processing, cognate facilitation effects, and audio-visual integration during speech comprehension. The model also provides a way to separate two languages without requiring a global language-identification system. We conclude that BLINCS serves as a promising new model of bilingual spoken language comprehension. PMID:24363602
NASA Astrophysics Data System (ADS)
Kase, Sue E.; Vanni, Michelle; Knight, Joanne A.; Su, Yu; Yan, Xifeng
2016-05-01
Within operational environments decisions must be made quickly based on the information available. Identifying an appropriate knowledge base and accurately formulating a search query are critical tasks for decision-making effectiveness in dynamic situations. The spreading of graph data management tools to access large graph databases is a rapidly emerging research area of potential benefit to the intelligence community. A graph representation provides a natural way of modeling data in a wide variety of domains. Graph structures use nodes, edges, and properties to represent and store data. This research investigates the advantages of information search by graph query initiated by the analyst and interactively refined within the contextual dimensions of the answer space toward a solution. The paper introduces SLQ, a user-friendly graph querying system enabling the visual formulation of schemaless and structureless graph queries. SLQ is demonstrated with an intelligence analyst information search scenario focused on identifying individuals responsible for manufacturing a mosquito-hosted deadly virus. The scenario highlights the interactive construction of graph queries without prior training in complex query languages or graph databases, intuitive navigation through the problem space, and visualization of results in graphical format.
Kuntz, Sara; Poeck, Burkhard; Sokolowski, Marla B.; Strauss, Roland
2012-01-01
Orientation and navigation in a complex environment requires path planning and recall to exert goal-driven behavior. Walking Drosophila flies possess a visual orientation memory for attractive targets which is localized in the central complex of the adult brain. Here we show that this type of working memory requires the cGMP-dependent protein kinase encoded by the foraging gene in just one type of ellipsoid-body ring neurons. Moreover, genetic and epistatic interaction studies provide evidence that Foraging functions upstream of the Ignorant Ribosomal-S6 Kinase 2, thus revealing a novel neuronal signaling pathway necessary for this type of memory in Drosophila. PMID:22815538
Marketing health education: advertising margarine and visualising health in Britain from 1964–c.2000
Hand, Jane
2017-01-01
Abstract During the post-war period, margarine was re-conceptualised as a value-added product with distinct health benefits. This article contextualises the advertising of margarine as a healthy food, focusing on Unilever’s Flora brand as an important case study in legitimising the emergent role of disease prevention as a marketing tool. It uses the methodology of visual culture to examine how advertising employed chronic disease prevention as a selling tool. This article assesses how the post-war environment gave rise to new ways of visually advertising food, and how these promoted innovative visualisations of food, the body and their interactions with health. PMID:29348778
Connors, Erin C; Chrastil, Elizabeth R; Sánchez, Jaime; Merabet, Lotfi B
2014-01-01
For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive and immersive exploration of the virtual environment greatly engages a blind user to develop skills akin to positive near transfer of learning. Learning through a game play strategy appears to confer certain behavioral advantages with respect to how spatial information is acquired and ultimately manipulated for navigation.
Connors, Erin C.; Chrastil, Elizabeth R.; Sánchez, Jaime; Merabet, Lotfi B.
2014-01-01
For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive and immersive exploration of the virtual environment greatly engages a blind user to develop skills akin to positive near transfer of learning. Learning through a game play strategy appears to confer certain behavioral advantages with respect to how spatial information is acquired and ultimately manipulated for navigation. PMID:24822044
Neocortical Rebound Depolarization Enhances Visual Perception
Funayama, Kenta; Ban, Hiroshi; Chan, Allen W.; Matsuki, Norio; Murphy, Timothy H.; Ikegaya, Yuji
2015-01-01
Animals are constantly exposed to the time-varying visual world. Because visual perception is modulated by immediately prior visual experience, visual cortical neurons may register recent visual history into a specific form of offline activity and link it to later visual input. To examine how preceding visual inputs interact with upcoming information at the single neuron level, we designed a simple stimulation protocol in which a brief, orientated flashing stimulus was subsequently coupled to visual stimuli with identical or different features. Using in vivo whole-cell patch-clamp recording and functional two-photon calcium imaging from the primary visual cortex (V1) of awake mice, we discovered that a flash of sinusoidal grating per se induces an early, transient activation as well as a long-delayed reactivation in V1 neurons. This late response, which started hundreds of milliseconds after the flash and persisted for approximately 2 s, was also observed in human V1 electroencephalogram. When another drifting grating stimulus arrived during the late response, the V1 neurons exhibited a sublinear, but apparently increased response, especially to the same grating orientation. In behavioral tests of mice and humans, the flashing stimulation enhanced the detection power of the identically orientated visual stimulation only when the second stimulation was presented during the time window of the late response. Therefore, V1 late responses likely provide a neural basis for admixing temporally separated stimuli and extracting identical features in time-varying visual environments. PMID:26274866
The Cloud-Based Integrated Data Viewer (IDV)
NASA Astrophysics Data System (ADS)
Fisher, Ward
2015-04-01
Maintaining software compatibility across new computing environments and the associated underlying hardware is a common problem for software engineers and scientific programmers. While there are a suite of tools and methodologies used in traditional software engineering environments to mitigate this issue, they are typically ignored by developers lacking a background in software engineering. The result is a large body of software which is simultaneously critical and difficult to maintain. Visualization software is particularly vulnerable to this problem, given the inherent dependency on particular graphics hardware and software API's. The advent of cloud computing has provided a solution to this problem, which was not previously practical on a large scale; Application Streaming. This technology allows a program to run entirely on a remote virtual machine while still allowing for interactivity and dynamic visualizations, with little-to-no re-engineering required. Through application streaming we are able to bring the same visualization to a desktop, a netbook, a smartphone, and the next generation of hardware, whatever it may be. Unidata has been able to harness Application Streaming to provide a tablet-compatible version of our visualization software, the Integrated Data Viewer (IDV). This work will examine the challenges associated with adapting the IDV to an application streaming platform, and include a brief discussion of the underlying technologies involved. We will also discuss the differences between local software and software-as-a-service.
Mobile collaborative medical display system.
Park, Sanghun; Kim, Wontae; Ihm, Insung
2008-03-01
Because of recent advances in wireless communication technologies, the world of mobile computing is flourishing with a variety of applications. In this study, we present an integrated architecture for a personal digital assistant (PDA)-based mobile medical display system that supports collaborative work between remote users. We aim to develop a system that enables users in different regions to share a working environment for collaborative visualization with the potential for exploring huge medical datasets. Our system consists of three major components: mobile client, gateway, and parallel rendering server. The mobile client serves as a front end and enables users to choose the visualization and control parameters interactively and cooperatively. The gateway handles requests and responses between mobile clients and the rendering server for efficient communication. Through the gateway, it is possible to share working environments between users, allowing them to work together in computer supported cooperative work (CSCW) mode. Finally, the parallel rendering server is responsible for performing heavy visualization tasks. Our experience indicates that some features currently available to our mobile clients for collaborative scientific visualization are limited due to the poor performance of mobile devices and the low bandwidth of wireless connections. However, as mobile devices and wireless network systems are experiencing considerable elevation in their capabilities, we believe that our methodology will be utilized effectively in building quite responsive, useful mobile collaborative medical systems in the very near future.
Maidenbaum, Shachar; Levy-Tzedek, Shelly; Chebat, Daniel-Robert; Amedi, Amir
2013-01-01
Virtual worlds and environments are becoming an increasingly central part of our lives, yet they are still far from accessible to the blind. This is especially unfortunate as such environments hold great potential for them for uses such as social interaction, online education and especially for use with familiarizing the visually impaired user with a real environment virtually from the comfort and safety of his own home before visiting it in the real world. We have implemented a simple algorithm to improve this situation using single-point depth information, enabling the blind to use a virtual cane, modeled on the “EyeCane” electronic travel aid, within any virtual environment with minimal pre-processing. Use of the Virtual-EyeCane, enables this experience to potentially be later used in real world environments with identical stimuli to those from the virtual environment. We show the fast-learned practical use of this algorithm for navigation in simple environments. PMID:23977316
Effects of visual and verbal interaction on unintentional interpersonal coordination.
Richardson, Michael J; Marsh, Kerry L; Schmidt, R C
2005-02-01
Previous research has demonstrated that people's movements can become unintentionally coordinated during interpersonal interaction. The current study sought to uncover the degree to which visual and verbal (conversation) interaction constrains and organizes the rhythmic limb movements of coactors. Two experiments were conducted in which pairs of participants completed an interpersonal puzzle task while swinging handheld pendulums with instructions that minimized intentional coordination but facilitated either visual or verbal interaction. Cross-spectral analysis revealed a higher degree of coordination for conditions in which the pairs were visually coupled. In contrast, verbal interaction alone was not found to provide a sufficient medium for unintentional coordination to occur, nor did it enhance the unintentional coordination that emerged during visual interaction. The results raise questions concerning differences between visual and verbal informational linkages during interaction and how these differences may affect interpersonal movement production and its coordination.
Valente, Daniel L.; Braasch, Jonas; Myrbeck, Shane A.
2012-01-01
Despite many studies investigating auditory spatial impressions in rooms, few have addressed the impact of simultaneous visual cues on localization and the perception of spaciousness. The current research presents an immersive audiovisual environment in which participants were instructed to make auditory width judgments in dynamic bi-modal settings. The results of these psychophysical tests suggest the importance of congruent audio visual presentation to the ecological interpretation of an auditory scene. Supporting data were accumulated in five rooms of ascending volumes and varying reverberation times. Participants were given an audiovisual matching test in which they were instructed to pan the auditory width of a performing ensemble to a varying set of audio and visual cues in rooms. Results show that both auditory and visual factors affect the collected responses and that the two sensory modalities coincide in distinct interactions. The greatest differences between the panned audio stimuli given a fixed visual width were found in the physical space with the largest volume and the greatest source distance. These results suggest, in this specific instance, a predominance of auditory cues in the spatial analysis of the bi-modal scene. PMID:22280585
Visualizing turbulent mixing of gases and particles
NASA Technical Reports Server (NTRS)
Ma, Kwan-Liu; Smith, Philip J.; Jain, Sandeep
1995-01-01
A physical model and interactive computer graphics techniques have been developed for the visualization of the basic physical process of stochastic dispersion and mixing from steady-state CFD calculations. The mixing of massless particles and inertial particles is visualized by transforming the vector field from a traditionally Eulerian reference frame into a Lagrangian reference frame. Groups of particles are traced through the vector field for the mean path as well as their statistical dispersion about the mean position by using added scalar information about the root mean square value of the vector field and its Lagrangian time scale. In this way, clouds of particles in a turbulent environment are traced, not just mean paths. In combustion simulations of many industrial processes, good mixing is required to achieve a sufficient degree of combustion efficiency. The ability to visualize this multiphase mixing can not only help identify poor mixing but also explain the mechanism for poor mixing. The information gained from the visualization can be used to improve the overall combustion efficiency in utility boilers or propulsion devices. We have used this technique to visualize steady-state simulations of the combustion performance in several furnace designs.
Interactive Learning System "VisMis" for Scientific Visualization Course
ERIC Educational Resources Information Center
Zhu, Xiaoming; Sun, Bo; Luo, Yanlin
2018-01-01
Now visualization courses have been taught at universities around the world. Keeping students motivated and actively engaged in this course can be a challenging task. In this paper we introduce our developed interactive learning system called VisMis (Visualization and Multi-modal Interaction System) for postgraduate scientific visualization course…
ERIC Educational Resources Information Center
Dunn Foundation, Warwick, RI.
Recognizing that community growth and change are inevitable, Viewfinders' goals are as follows: to introduce students and teachers to the concept of the visual environment; enhance an understanding of the interrelationship between the built and natural environment; create an awareness that the visual environment affects the economy and quality of…
Mixing of Chromatic and Luminance Retinal Signals in Primate Area V1.
Li, Xiaobing; Chen, Yao; Lashgari, Reza; Bereshpolova, Yulia; Swadlow, Harvey A; Lee, Barry B; Alonso, Jose Manuel
2015-07-01
Vision emerges from activation of chromatic and achromatic retinal channels whose interaction in visual cortex is still poorly understood. To investigate this interaction, we recorded neuronal activity from retinal ganglion cells and V1 cortical cells in macaques and measured their visual responses to grating stimuli that had either luminance contrast (luminance grating), chromatic contrast (chromatic grating), or a combination of the two (compound grating). As with parvocellular or koniocellular retinal ganglion cells, some V1 cells responded mostly to the chromatic contrast of the compound grating. As with magnocellular retinal ganglion cells, other V1 cells responded mostly to the luminance contrast and generated a frequency-doubled response to equiluminant chromatic gratings. Unlike magnocellular and parvocellular retinal ganglion cells, V1 cells formed a unimodal distribution for luminance/color preference with a 2- to 4-fold bias toward luminance. V1 cells associated with positive local field potentials in deep layers showed the strongest combined responses to color and luminance and, as a population, V1 cells encoded a diverse combination of luminance/color edges that matched edge distributions of natural scenes. Taken together, these results suggest that the primary visual cortex combines magnocellular and parvocellular retinal inputs to increase cortical receptive field diversity and to optimize visual processing of our natural environment. © The Author 2014. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.
Improve Problem Solving Skills through Adapting Programming Tools
NASA Technical Reports Server (NTRS)
Shaykhian, Linda H.; Shaykhian, Gholam Ali
2007-01-01
There are numerous ways for engineers and students to become better problem-solvers. The use of command line and visual programming tools can help to model a problem and formulate a solution through visualization. The analysis of problem attributes and constraints provide insight into the scope and complexity of the problem. The visualization aspect of the problem-solving approach tends to make students and engineers more systematic in their thought process and help them catch errors before proceeding too far in the wrong direction. The problem-solver identifies and defines important terms, variables, rules, and procedures required for solving a problem. Every step required to construct the problem solution can be defined in program commands that produce intermediate output. This paper advocates improved problem solving skills through using a programming tool. MatLab created by MathWorks, is an interactive numerical computing environment and programming language. It is a matrix-based system that easily lends itself to matrix manipulation, and plotting of functions and data. MatLab can be used as an interactive command line or a sequence of commands that can be saved in a file as a script or named functions. Prior programming experience is not required to use MatLab commands. The GNU Octave, part of the GNU project, a free computer program for performing numerical computations, is comparable to MatLab. MatLab visual and command programming are presented here.
Choosing the right fluorophore for single-molecule fluorescence studies in a lipid environment.
Zhang, Zhenfu; Yomo, Dan; Gradinaru, Claudiu
2017-07-01
Nonspecific interactions between lipids and fluorophores can alter the outcomes of single-molecule spectroscopy of membrane proteins in live cells, liposomes or lipid nanodiscs and of cytosolic proteins encapsulated in liposomes or tethered to supported lipid bilayers. To gain insight into these effects, we examined interactions between 9 dyes that are commonly used as labels for single-molecule fluorescence (SMF) and 6 standard lipids including cationic, zwitterionic and anionic types. The diffusion coefficients of dyes in the absence and presence of set amounts of lipid vesicles were measured by fluorescence correlation spectroscopy (FCS). The partition coefficients and the free energies of partitioning for different fluorophore-lipid pairs were obtained by global fitting of the titration FCS curves. Lipids with different charges, head groups and degrees of chain saturation were investigated, and interactions with dyes are discussed in terms of hydrophobic, electrostatic and steric contributions. Fluorescence imaging of individual fluorophores adsorbed on supported lipid bilayers provides visualization and additional quantification of the strength of dye-lipid interaction in the context of single-molecule measurements. By dissecting fluorophore-lipid interactions, our study provides new insights into setting up single-molecule fluorescence spectroscopy experiments with minimal interference from interactions between fluorescent labels and lipids in the environment. Copyright © 2017 Elsevier B.V. All rights reserved.
Idiosyncratic characteristics of saccadic eye movements when viewing different visual environments.
Andrews, T J; Coppola, D M
1999-08-01
Eye position was recorded in different viewing conditions to assess whether the temporal and spatial characteristics of saccadic eye movements in different individuals are idiosyncratic. Our aim was to determine the degree to which oculomotor control is based on endogenous factors. A total of 15 naive subjects viewed five visual environments: (1) The absence of visual stimulation (i.e. a dark room); (2) a repetitive visual environment (i.e. simple textured patterns); (3) a complex natural scene; (4) a visual search task; and (5) reading text. Although differences in visual environment had significant effects on eye movements, idiosyncrasies were also apparent. For example, the mean fixation duration and size of an individual's saccadic eye movements when passively viewing a complex natural scene covaried significantly with those same parameters in the absence of visual stimulation and in a repetitive visual environment. In contrast, an individual's spatio-temporal characteristics of eye movements during active tasks such as reading text or visual search covaried together, but did not correlate with the pattern of eye movements detected when viewing a natural scene, simple patterns or in the dark. These idiosyncratic patterns of eye movements in normal viewing reveal an endogenous influence on oculomotor control. The independent covariance of eye movements during different visual tasks shows that saccadic eye movements during active tasks like reading or visual search differ from those engaged during the passive inspection of visual scenes.
Reinforcement learning in computer vision
NASA Astrophysics Data System (ADS)
Bernstein, A. V.; Burnaev, E. V.
2018-04-01
Nowadays, machine learning has become one of the basic technologies used in solving various computer vision tasks such as feature detection, image segmentation, object recognition and tracking. In many applications, various complex systems such as robots are equipped with visual sensors from which they learn state of surrounding environment by solving corresponding computer vision tasks. Solutions of these tasks are used for making decisions about possible future actions. It is not surprising that when solving computer vision tasks we should take into account special aspects of their subsequent application in model-based predictive control. Reinforcement learning is one of modern machine learning technologies in which learning is carried out through interaction with the environment. In recent years, Reinforcement learning has been used both for solving such applied tasks as processing and analysis of visual information, and for solving specific computer vision problems such as filtering, extracting image features, localizing objects in scenes, and many others. The paper describes shortly the Reinforcement learning technology and its use for solving computer vision problems.
Intersexual chemo-sensation in a “visually-oriented” lizard, Anolis sagrei
Driessens, Tess; Van Damme, Raoul
2016-01-01
While the conspicuous visual displays of anoles have been studied in great depth, the possibility that these lizards may also interact through chemical signalling has received hardly any consideration. In this study, we observed the behaviour of male brown anoles (Anolis sagrei) when introduced into an environment previously inhabited by female conspecifics, and compared it to when they were introduced into an untreated environment. The males in our tests exhibited significantly more elaborate display behaviour (i.e., greater number of dewlap extensions and head-nods) and a significantly greater number of tongue extrusions while in the cage formerly occupied by females than when placed in the untreated, control cage. The absolute numbers of tongue extrusions, however, were relatively low in comparison to average tongue-flick rates of ‘true’ chemically-oriented lizards. Our results strongly suggest that the males were capable of detecting chemical cues left behind by the females. These observations provide the first evidence of intersexual chemo-sensation in an anole lizard. PMID:27069809
Evolution of Biological Image Stabilization.
Hardcastle, Ben J; Krapp, Holger G
2016-10-24
The use of vision to coordinate behavior requires an efficient control design that stabilizes the world on the retina or directs the gaze towards salient features in the surroundings. With a level gaze, visual processing tasks are simplified and behaviorally relevant features from the visual environment can be extracted. No matter how simple or sophisticated the eye design, mechanisms have evolved across phyla to stabilize gaze. In this review, we describe functional similarities in eyes and gaze stabilization reflexes, emphasizing their fundamental role in transforming sensory information into motor commands that support postural and locomotor control. We then focus on gaze stabilization design in flying insects and detail some of the underlying principles. Systems analysis reveals that gaze stabilization often involves several sensory modalities, including vision itself, and makes use of feedback as well as feedforward signals. Independent of phylogenetic distance, the physical interaction between an animal and its natural environment - its available senses and how it moves - appears to shape the adaptation of all aspects of gaze stabilization. Copyright © 2016 Elsevier Ltd. All rights reserved.
3D Planetary Data Visualization with CesiumJS
NASA Astrophysics Data System (ADS)
Larsen, K. W.; DeWolfe, A. W.; Nguyen, D.; Sanchez, F.; Lindholm, D. M.
2017-12-01
Complex spacecraft orbits and multi-instrument observations can be challenging to visualize with traditional 2D plots. To facilitate the exploration of planetary science data, we have developed a set of web-based interactive 3D visualizations for the MAVEN and MMS missions using the free CesiumJS library. The Mars Atmospheric and Volatile Evolution (MAVEN) mission has been collecting data at Mars since September 2014. The MAVEN3D project allows playback of one day's orbit at a time, displaying the spacecraft's position and orientation. Selected science data sets can be overplotted on the orbit track, including vectors for magnetic field and ion flow velocities. We also provide an overlay the M-GITM model on the planet itself. MAVEN3D is available at the MAVEN public website at: https://lasp.colorado.edu/maven/sdc/public/pages/maven3d/ The Magnetospheric MultiScale Mission (MMS) consists of one hundred instruments on four spacecraft flying in formation around Earth, investigating the interactions between the solar wind and Earth's magnetic field. While the highest temporal resolution data isn't received and processed until later, continuous daily observations of the particle and field environments are made available as soon as they are received. Traditional `quick-look' static plots have long been the first interaction with data from a mission of this nature. Our new 3D Quicklook viewer allows data from all four spacecraft to be viewed in an interactive web application as soon as the data is ingested into the MMS Science Data Center, less than one day after collection, in order to better help identify scientifically interesting data.
Beaver, John E; Bourne, Philip E; Ponomarenko, Julia V
2007-02-21
Structural information about epitopes, particularly the three-dimensional (3D) structures of antigens in complex with immune receptors, presents a valuable source of data for immunology. This information is available in the Protein Data Bank (PDB) and provided in curated form by the Immune Epitope Database and Analysis Resource (IEDB). With continued growth in these data and the importance in understanding molecular level interactions of immunological interest there is a need for new specialized molecular visualization and analysis tools. The EpitopeViewer is a platform-independent Java application for the visualization of the three-dimensional structure and sequence of epitopes and analyses of their interactions with antigen-specific receptors of the immune system (antibodies, T cell receptors and MHC molecules). The viewer renders both 3D views and two-dimensional plots of intermolecular interactions between the antigen and receptor(s) by reading curated data from the IEDB and/or calculated on-the-fly from atom coordinates from the PDB. The 3D views and associated interactions can be saved for future use and publication. The EpitopeViewer can be accessed from the IEDB Web site http://www.immuneepitope.org through the quick link 'Browse Records by 3D Structure.' The EpitopeViewer is designed and been tested for use by immunologists with little or no training in molecular graphics. The EpitopeViewer can be launched from most popular Web browsers without user intervention. A Java Runtime Environment (RJE) 1.4.2 or higher is required.
A visual-environment simulator with variable contrast
NASA Astrophysics Data System (ADS)
Gusarova, N. F.; Demin, A. V.; Polshchikov, G. V.
1987-01-01
A visual-environment simulator is proposed in which the image contrast can be varied continuously up to the reversal of the image. Contrast variability can be achieved by using two independently adjustable light sources to simultaneously illuminate the carrier of visual information (e.g., a slide or a cinematographic film). It is shown that such a scheme makes it possible to adequately model a complex visual environment.
A spatially collocated sound thrusts a flash into awareness
Aller, Máté; Giani, Anette; Conrad, Verena; Watanabe, Masataka; Noppeney, Uta
2015-01-01
To interact effectively with the environment the brain integrates signals from multiple senses. It is currently unclear to what extent spatial information can be integrated across different senses in the absence of awareness. Combining dynamic continuous flash suppression (CFS) and spatial audiovisual stimulation, the current study investigated whether a sound facilitates a concurrent visual flash to elude flash suppression and enter perceptual awareness depending on audiovisual spatial congruency. Our results demonstrate that a concurrent sound boosts unaware visual signals into perceptual awareness. Critically, this process depended on the spatial congruency of the auditory and visual signals pointing towards low level mechanisms of audiovisual integration. Moreover, the concurrent sound biased the reported location of the flash as a function of flash visibility. The spatial bias of sounds on reported flash location was strongest for flashes that were judged invisible. Our results suggest that multisensory integration is a critical mechanism that enables signals to enter conscious perception. PMID:25774126
Advanced Visualization of Experimental Data in Real Time Using LiveView3D
NASA Technical Reports Server (NTRS)
Schwartz, Richard J.; Fleming, Gary A.
2006-01-01
LiveView3D is a software application that imports and displays a variety of wind tunnel derived data in an interactive virtual environment in real time. LiveView3D combines the use of streaming video fed into a three-dimensional virtual representation of the test configuration with networked communications to the test facility Data Acquisition System (DAS). This unified approach to real time data visualization provides a unique opportunity to comprehend very large sets of diverse forms of data in a real time situation, as well as in post-test analysis. This paper describes how LiveView3D has been implemented to visualize diverse forms of aerodynamic data gathered during wind tunnel experiments, most notably at the NASA Langley Research Center Unitary Plan Wind Tunnel (UPWT). Planned future developments of the LiveView3D system are also addressed.
Time perception of visual motion is tuned by the motor representation of human actions
Gavazzi, Gioele; Bisio, Ambra; Pozzo, Thierry
2013-01-01
Several studies have shown that the observation of a rapidly moving stimulus dilates our perception of time. However, this effect appears to be at odds with the fact that our interactions both with environment and with each other are temporally accurate. This work exploits this paradox to investigate whether the temporal accuracy of visual motion uses motor representations of actions. To this aim, the stimuli were a dot moving with kinematics belonging or not to the human motor repertoire and displayed at different velocities. Participants had to replicate its duration with two tasks differing in the underlying motor plan. Results show that independently of the task's motor plan, the temporal accuracy and precision depend on the correspondence between the stimulus' kinematics and the observer's motor competencies. Our data suggest that the temporal mechanism of visual motion exploits a temporal visuomotor representation tuned by the motor knowledge of human actions. PMID:23378903
Visual analytics as a translational cognitive science.
Fisher, Brian; Green, Tera Marie; Arias-Hernández, Richard
2011-07-01
Visual analytics is a new interdisciplinary field of study that calls for a more structured scientific approach to understanding the effects of interaction with complex graphical displays on human cognitive processes. Its primary goal is to support the design and evaluation of graphical information systems that better support cognitive processes in areas as diverse as scientific research and emergency management. The methodologies that make up this new field are as yet ill defined. This paper proposes a pathway for development of visual analytics as a translational cognitive science that bridges fundamental research in human/computer cognitive systems and design and evaluation of information systems in situ. Achieving this goal will require the development of enhanced field methods for conceptual decomposition of human/computer cognitive systems that maps onto laboratory studies, and improved methods for conducting laboratory investigations that might better map onto real-world cognitive processes in technology-rich environments. Copyright © 2011 Cognitive Science Society, Inc.
Helo, Andrea; van Ommen, Sandrien; Pannasch, Sebastian; Danteny-Dordoigne, Lucile; Rämä, Pia
2017-11-01
Conceptual representations of everyday scenes are built in interaction with visual environment and these representations guide our visual attention. Perceptual features and object-scene semantic consistency have been found to attract our attention during scene exploration. The present study examined how visual attention in 24-month-old toddlers is attracted by semantic violations and how perceptual features (i. e. saliency, centre distance, clutter and object size) and linguistic properties (i. e. object label frequency and label length) affect gaze distribution. We compared eye movements of 24-month-old toddlers and adults while exploring everyday scenes which either contained an inconsistent (e.g., soap on a breakfast table) or consistent (e.g., soap in a bathroom) object. Perceptual features such as saliency, centre distance and clutter of the scene affected looking times in the toddler group during the whole viewing time whereas looking times in adults were affected only by centre distance during the early viewing time. Adults looked longer to inconsistent than consistent objects either if the objects had a high or a low saliency. In contrast, toddlers presented semantic consistency effect only when objects were highly salient. Additionally, toddlers with lower vocabulary skills looked longer to inconsistent objects while toddlers with higher vocabulary skills look equally long to both consistent and inconsistent objects. Our results indicate that 24-month-old children use scene context to guide visual attention when exploring the visual environment. However, perceptual features have a stronger influence in eye movement guidance in toddlers than in adults. Our results also indicate that language skills influence cognitive but not perceptual guidance of eye movements during scene perception in toddlers. Copyright © 2017 Elsevier Inc. All rights reserved.
Visuo-proprioceptive interactions in degenerative cervical spine diseases requiring surgery.
Freppel, S; Bisdorff, A; Colnat-Coulbois, S; Ceyte, H; Cian, C; Gauchard, G; Auque, J; Perrin, P
2013-01-01
Cervical proprioception plays a key role in postural control, but its specific contribution is controversial. Postural impairment was shown in whiplash injuries without demonstrating the sole involvement of the cervical spine. The consequences of degenerative cervical spine diseases are underreported in posture-related scientific literature in spite of their high prevalence. No report has focused on the two different mechanisms underlying cervicobrachial pain: herniated discs and spondylosis. This study aimed to evaluate postural control of two groups of patients with degenerative cervical spine diseases with or without optokinetic stimulation before and after surgical treatment. Seventeen patients with radiculopathy were recruited and divided into two groups according to the spondylotic or discal origin of the nerve compression. All patients and a control population of 31 healthy individuals underwent a static posturographic test with 12 recordings; the first four recordings with the head in 0° position: eyes closed, eyes open without optokinetic stimulation, with clockwise and counter clockwise optokinetic stimulations. These four sensorial situations were repeated with the head rotated 30° to the left and to the right. Patients repeated these 12 recordings 6weeks postoperatively. None of the patients reported vertigo or balance disorders before or after surgery. Prior to surgery, in the eyes closed condition, the herniated disc group was more stable than the spondylosis group. After surgery, the contribution of visual input to postural control in a dynamic visual environment was reduced in both cervical spine diseases whereas in a stable visual environment visual contribution was reduced only in the spondylosis group. The relative importance of visual and proprioceptive inputs to postural control varies according to the type of pathology and surgery tends to reduce visual contribution mostly in the spondylosis group. Copyright © 2013 IBRO. Published by Elsevier Ltd. All rights reserved.