Sample records for visual computing environment

  1. 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.

  2. 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.

  3. 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.

  4. The Contribution of Visualization to Learning Computer Architecture

    ERIC Educational Resources Information Center

    Yehezkel, Cecile; Ben-Ari, Mordechai; Dreyfus, Tommy

    2007-01-01

    This paper describes a visualization environment and associated learning activities designed to improve learning of computer architecture. The environment, EasyCPU, displays a model of the components of a computer and the dynamic processes involved in program execution. We present the results of a research program that analysed the contribution of…

  5. The virtual windtunnel: Visualizing modern CFD datasets with a virtual environment

    NASA Technical Reports Server (NTRS)

    Bryson, Steve

    1993-01-01

    This paper describes work in progress on a virtual environment designed for the visualization of pre-computed fluid flows. The overall problems involved in the visualization of fluid flow are summarized, including computational, data management, and interface issues. Requirements for a flow visualization are summarized. Many aspects of the implementation of the virtual windtunnel were uniquely determined by these requirements. The user interface is described in detail.

  6. Visualization of unsteady computational fluid dynamics

    NASA Astrophysics Data System (ADS)

    Haimes, Robert

    1994-11-01

    A brief summary of the computer environment used for calculating three dimensional unsteady Computational Fluid Dynamic (CFD) results is presented. This environment requires a super computer as well as massively parallel processors (MPP's) and clusters of workstations acting as a single MPP (by concurrently working on the same task) provide the required computational bandwidth for CFD calculations of transient problems. The cluster of reduced instruction set computers (RISC) is a recent advent based on the low cost and high performance that workstation vendors provide. The cluster, with the proper software can act as a multiple instruction/multiple data (MIMD) machine. A new set of software tools is being designed specifically to address visualizing 3D unsteady CFD results in these environments. Three user's manuals for the parallel version of Visual3, pV3, revision 1.00 make up the bulk of this report.

  7. Visualization of unsteady computational fluid dynamics

    NASA Technical Reports Server (NTRS)

    Haimes, Robert

    1994-01-01

    A brief summary of the computer environment used for calculating three dimensional unsteady Computational Fluid Dynamic (CFD) results is presented. This environment requires a super computer as well as massively parallel processors (MPP's) and clusters of workstations acting as a single MPP (by concurrently working on the same task) provide the required computational bandwidth for CFD calculations of transient problems. The cluster of reduced instruction set computers (RISC) is a recent advent based on the low cost and high performance that workstation vendors provide. The cluster, with the proper software can act as a multiple instruction/multiple data (MIMD) machine. A new set of software tools is being designed specifically to address visualizing 3D unsteady CFD results in these environments. Three user's manuals for the parallel version of Visual3, pV3, revision 1.00 make up the bulk of this report.

  8. Distributed GPU Computing in GIScience

    NASA Astrophysics Data System (ADS)

    Jiang, Y.; Yang, C.; Huang, Q.; Li, J.; Sun, M.

    2013-12-01

    Geoscientists strived to discover potential principles and patterns hidden inside ever-growing Big Data for scientific discoveries. To better achieve this objective, more capable computing resources are required to process, analyze and visualize Big Data (Ferreira et al., 2003; Li et al., 2013). Current CPU-based computing techniques cannot promptly meet the computing challenges caused by increasing amount of datasets from different domains, such as social media, earth observation, environmental sensing (Li et al., 2013). Meanwhile CPU-based computing resources structured as cluster or supercomputer is costly. In the past several years with GPU-based technology matured in both the capability and performance, GPU-based computing has emerged as a new computing paradigm. Compare to traditional computing microprocessor, the modern GPU, as a compelling alternative microprocessor, has outstanding high parallel processing capability with cost-effectiveness and efficiency(Owens et al., 2008), although it is initially designed for graphical rendering in visualization pipe. This presentation reports a distributed GPU computing framework for integrating GPU-based computing within distributed environment. Within this framework, 1) for each single computer, computing resources of both GPU-based and CPU-based can be fully utilized to improve the performance of visualizing and processing Big Data; 2) within a network environment, a variety of computers can be used to build up a virtual super computer to support CPU-based and GPU-based computing in distributed computing environment; 3) GPUs, as a specific graphic targeted device, are used to greatly improve the rendering efficiency in distributed geo-visualization, especially for 3D/4D visualization. Key words: Geovisualization, GIScience, Spatiotemporal Studies Reference : 1. Ferreira de Oliveira, M. C., & Levkowitz, H. (2003). From visual data exploration to visual data mining: A survey. Visualization and Computer Graphics, IEEE Transactions on, 9(3), 378-394. 2. Li, J., Jiang, Y., Yang, C., Huang, Q., & Rice, M. (2013). Visualizing 3D/4D Environmental Data Using Many-core Graphics Processing Units (GPUs) and Multi-core Central Processing Units (CPUs). Computers & Geosciences, 59(9), 78-89. 3. Owens, J. D., Houston, M., Luebke, D., Green, S., Stone, J. E., & Phillips, J. C. (2008). GPU computing. Proceedings of the IEEE, 96(5), 879-899.

  9. Novel 3D/VR interactive environment for MD simulations, visualization and analysis.

    PubMed

    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.

  10. Novel 3D/VR Interactive Environment for MD Simulations, Visualization and Analysis

    PubMed Central

    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

  11. 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.

  12. 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.

  13. Application of advanced computing techniques to the analysis and display of space science measurements

    NASA Technical Reports Server (NTRS)

    Klumpar, D. M.; Lapolla, M. V.; Horblit, B.

    1995-01-01

    A prototype system has been developed to aid the experimental space scientist in the display and analysis of spaceborne data acquired from direct measurement sensors in orbit. We explored the implementation of a rule-based environment for semi-automatic generation of visualizations that assist the domain scientist in exploring one's data. The goal has been to enable rapid generation of visualizations which enhance the scientist's ability to thoroughly mine his data. Transferring the task of visualization generation from the human programmer to the computer produced a rapid prototyping environment for visualizations. The visualization and analysis environment has been tested against a set of data obtained from the Hot Plasma Composition Experiment on the AMPTE/CCE satellite creating new visualizations which provided new insight into the data.

  14. Learning about Locomotion Patterns from Visualizations: Effects of Presentation Format and Realism

    ERIC Educational Resources Information Center

    Imhof, Birgit; Scheiter, Katharina; Gerjets, Peter

    2011-01-01

    The rapid development of computer graphics technology has made possible an easy integration of dynamic visualizations into computer-based learning environments. This study examines the relative effectiveness of dynamic visualizations, compared either to sequentially or simultaneously presented static visualizations. Moreover, the degree of realism…

  15. Visual analysis of fluid dynamics at NASA's numerical aerodynamic simulation facility

    NASA Technical Reports Server (NTRS)

    Watson, Velvin R.

    1991-01-01

    A study aimed at describing and illustrating visualization tools used in Computational Fluid Dynamics (CFD) and indicating how these tools are likely to change by showing a projected resolution of the human computer interface is presented. The following are outlined using a graphically based test format: the revolution of human computer environments for CFD research; comparison of current environments; current environments with the ideal; predictions for the future CFD environments; what can be done to accelerate the improvements. The following comments are given: when acquiring visualization tools, potential rapid changes must be considered; environmental changes over the next ten years due to human computer interface cannot be fathomed; data flow packages such as AVS, apE, Explorer and Data Explorer are easy to learn and use for small problems, excellent for prototyping, but not so efficient for large problems; the approximation techniques used in visualization software must be appropriate for the data; it has become more cost effective to move jobs that fit on workstations and run only memory intensive jobs on the supercomputer; use of three dimensional skills will be maximized when the three dimensional environment is built in from the start.

  16. Real-time tracking of visually attended objects in virtual environments and its application to LOD.

    PubMed

    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.

  17. A visual programming environment for the Navier-Stokes computer

    NASA Technical Reports Server (NTRS)

    Tomboulian, Sherryl; Crockett, Thomas W.; Middleton, David

    1988-01-01

    The Navier-Stokes computer is a high-performance, reconfigurable, pipelined machine designed to solve large computational fluid dynamics problems. Due to the complexity of the architecture, development of effective, high-level language compilers for the system appears to be a very difficult task. Consequently, a visual programming methodology has been developed which allows users to program the system at an architectural level by constructing diagrams of the pipeline configuration. These schematic program representations can then be checked for validity and automatically translated into machine code. The visual environment is illustrated by using a prototype graphical editor to program an example problem.

  18. Visual Reasoning in Computational Environment: A Case of Graph Sketching

    ERIC Educational Resources Information Center

    Leung, Allen; Chan, King Wah

    2004-01-01

    This paper reports the case of a form six (grade 12) Hong Kong student's exploration of graph sketching in a computational environment. In particular, the student summarized his discovery in the form of two empirical laws. The student was interviewed and the interviewed data were used to map out a possible path of his visual reasoning. Critical…

  19. Data sonification and sound visualization.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Kaper, H. G.; Tipei, S.; Wiebel, E.

    1999-07-01

    Sound can help us explore and analyze complex data sets in scientific computing. The authors describe a digital instrument for additive sound synthesis (Diass) and a program to visualize sounds in a virtual reality environment (M4Cave). Both are part of a comprehensive music composition environment that includes additional software for computer-assisted composition and automatic music notation.

  20. 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.

  1. A study on haptic collaborative game in shared virtual environment

    NASA Astrophysics Data System (ADS)

    Lu, Keke; Liu, Guanyang; Liu, Lingzhi

    2013-03-01

    A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.

  2. 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…

  3. Visual ergonomics and computer work--is it all about computer glasses?

    PubMed

    Jonsson, Christina

    2012-01-01

    The Swedish Provisions on Work with Display Screen Equipment and the EU Directive on the minimum safety and health requirements for work with display screen equipment cover several important visual ergonomics aspects. But a review of cases and questions to the Swedish Work Environment Authority clearly shows that most attention is given to the demands for eyesight tests and special computer glasses. Other important visual ergonomics factors are at risk of being neglected. Today computers are used everywhere, both at work and at home. Computers can be laptops, PDA's, tablet computers, smart phones, etc. The demands on eyesight tests and computer glasses still apply but the visual demands and the visual ergonomics conditions are quite different compared to the use of a stationary computer. Based on this review, we raise the question if the demand on the employer to provide the employees with computer glasses is outdated.

  4. 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.

  5. 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.

  6. Visual Analytics in Public Safety: Example Capabilities for Example Government Agencies

    DTIC Science & Technology

    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

  7. Visual Computing Environment

    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.

  8. 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.

  9. Applications of the pipeline environment for visual informatics and genomics computations

    PubMed Central

    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

  10. Understanding and preventing computer vision syndrome.

    PubMed

    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.

  11. Corridor One:An Integrated Distance Visualization Enuronments for SSI+ASCI Applications

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Christopher R. Johnson, Charles D. Hansen

    2001-10-29

    The goal of Corridor One: An Integrated Distance Visualization Environment for ASCI and SSI Application was to combine the forces of six leading edge laboratories working in the areas of visualization and distributed computing and high performance networking (Argonne National Laboratory, Lawrence Berkeley National Laboratory, Los Alamos National Laboratory, University of Illinois, University of Utah and Princeton University) to develop and deploy the most advanced integrated distance visualization environment for large-scale scientific visualization and demonstrate it on applications relevant to the DOE SSI and ASCI programs. The Corridor One team brought world class expertise in parallel rendering, deep image basedmore » rendering, immersive environment technology, large-format multi-projector wall based displays, volume and surface visualization algorithms, collaboration tools and streaming media technology, network protocols for image transmission, high-performance networking, quality of service technology and distributed computing middleware. Our strategy was to build on the very successful teams that produced the I-WAY, ''Computational Grids'' and CAVE technology and to add these to the teams that have developed the fastest parallel visualizations systems and the most widely used networking infrastructure for multicast and distributed media. Unfortunately, just as we were getting going on the Corridor One project, DOE cut the program after the first year. As such, our final report consists of our progress during year one of the grant.« less

  12. Effects of Static Visuals and Computer-Generated Animations in Facilitating Immediate and Delayed Achievement in the EFL Classroom

    ERIC Educational Resources Information Center

    Lin, Huifen; Chen, Tsuiping; Dwyer, Francis M.

    2006-01-01

    The purpose of this experimental study was to compare the effects of using static visuals versus computer-generated animation to enhance learners' comprehension and retention of a content-based lesson in a computer-based learning environment for learning English as a foreign language (EFL). Fifty-eight students from two EFL reading sections were…

  13. Moving beyond the White Cane: Building an Online Learning Environment for the Visually Impaired Professional.

    ERIC Educational Resources Information Center

    Mitchell, Donald P.; Scigliano, John A.

    2000-01-01

    Describes the development of an online learning environment for a visually impaired professional. Topics include physical barriers, intellectual barriers, psychological barriers, and technological barriers; selecting appropriate hardware and software; and combining technologies that include personal computers, Web-based resources, network…

  14. Web-Compatible Graphics Visualization Framework for Online Instruction and Assessment of Hardware Concepts

    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…

  15. Beyond the Renderer: Software Architecture for Parallel Graphics and Visualization

    NASA Technical Reports Server (NTRS)

    Crockett, Thomas W.

    1996-01-01

    As numerous implementations have demonstrated, software-based parallel rendering is an effective way to obtain the needed computational power for a variety of challenging applications in computer graphics and scientific visualization. To fully realize their potential, however, parallel renderers need to be integrated into a complete environment for generating, manipulating, and delivering visual data. We examine the structure and components of such an environment, including the programming and user interfaces, rendering engines, and image delivery systems. We consider some of the constraints imposed by real-world applications and discuss the problems and issues involved in bringing parallel rendering out of the lab and into production.

  16. Visual environment recognition for robot path planning using template matched filters

    NASA Astrophysics Data System (ADS)

    Orozco-Rosas, Ulises; Picos, Kenia; Díaz-Ramírez, Víctor H.; Montiel, Oscar; Sepúlveda, Roberto

    2017-08-01

    A visual approach in environment recognition for robot navigation is proposed. This work includes a template matching filtering technique to detect obstacles and feasible paths using a single camera to sense a cluttered environment. In this problem statement, a robot can move from the start to the goal by choosing a single path between multiple possible ways. In order to generate an efficient and safe path for mobile robot navigation, the proposal employs a pseudo-bacterial potential field algorithm to derive optimal potential field functions using evolutionary computation. Simulation results are evaluated in synthetic and real scenes in terms of accuracy of environment recognition and efficiency of path planning computation.

  17. IN13B-1660: Analytics and Visualization Pipelines for Big Data on the NASA Earth Exchange (NEX) and OpenNEX

    NASA Technical Reports Server (NTRS)

    Chaudhary, Aashish; Votava, Petr; Nemani, Ramakrishna R.; Michaelis, Andrew; Kotfila, Chris

    2016-01-01

    We are developing capabilities for an integrated petabyte-scale Earth science collaborative analysis and visualization environment. The ultimate goal is to deploy this environment within the NASA Earth Exchange (NEX) and OpenNEX in order to enhance existing science data production pipelines in both high-performance computing (HPC) and cloud environments. Bridging of HPC and cloud is a fairly new concept under active research and this system significantly enhances the ability of the scientific community to accelerate analysis and visualization of Earth science data from NASA missions, model outputs and other sources. We have developed a web-based system that seamlessly interfaces with both high-performance computing (HPC) and cloud environments, providing tools that enable science teams to develop and deploy large-scale analysis, visualization and QA pipelines of both the production process and the data products, and enable sharing results with the community. Our project is developed in several stages each addressing separate challenge - workflow integration, parallel execution in either cloud or HPC environments and big-data analytics or visualization. This work benefits a number of existing and upcoming projects supported by NEX, such as the Web Enabled Landsat Data (WELD), where we are developing a new QA pipeline for the 25PB system.

  18. Analytics and Visualization Pipelines for Big ­Data on the NASA Earth Exchange (NEX) and OpenNEX

    NASA Astrophysics Data System (ADS)

    Chaudhary, A.; Votava, P.; Nemani, R. R.; Michaelis, A.; Kotfila, C.

    2016-12-01

    We are developing capabilities for an integrated petabyte-scale Earth science collaborative analysis and visualization environment. The ultimate goal is to deploy this environment within the NASA Earth Exchange (NEX) and OpenNEX in order to enhance existing science data production pipelines in both high-performance computing (HPC) and cloud environments. Bridging of HPC and cloud is a fairly new concept under active research and this system significantly enhances the ability of the scientific community to accelerate analysis and visualization of Earth science data from NASA missions, model outputs and other sources. We have developed a web-based system that seamlessly interfaces with both high-performance computing (HPC) and cloud environments, providing tools that enable science teams to develop and deploy large-scale analysis, visualization and QA pipelines of both the production process and the data products, and enable sharing results with the community. Our project is developed in several stages each addressing separate challenge - workflow integration, parallel execution in either cloud or HPC environments and big-data analytics or visualization. This work benefits a number of existing and upcoming projects supported by NEX, such as the Web Enabled Landsat Data (WELD), where we are developing a new QA pipeline for the 25PB system.

  19. Using Real-Time Visual Feedback to Improve Posture at Computer Workstations

    ERIC Educational Resources Information Center

    Sigurdsson, Sigurdur O.; Austin, John

    2008-01-01

    The purpose of the current study was to examine the effects of a multicomponent intervention that included discrimination training, real-time visual feedback, and self-monitoring on postural behavior at a computer workstation in a simulated office environment. Using a nonconcurrent multiple baseline design across 8 participants, the study assessed…

  20. Multivariate Gradient Analysis for Evaluating and Visualizing a Learning System Platform for Computer Programming

    ERIC Educational Resources Information Center

    Mather, Richard

    2015-01-01

    This paper explores the application of canonical gradient analysis to evaluate and visualize student performance and acceptance of a learning system platform. The subject of evaluation is a first year BSc module for computer programming. This uses "Ceebot," an animated and immersive game-like development environment. Multivariate…

  1. A Neural Model of How the Brain Computes Heading from Optic Flow in Realistic Scenes

    ERIC Educational Resources Information Center

    Browning, N. Andrew; Grossberg, Stephen; Mingolla, Ennio

    2009-01-01

    Visually-based navigation is a key competence during spatial cognition. Animals avoid obstacles and approach goals in novel cluttered environments using optic flow to compute heading with respect to the environment. Most navigation models try either explain data, or to demonstrate navigational competence in real-world environments without regard…

  2. Pilot performance during simulated approaches and landings made with various computer-generated visual glidepath indicators.

    DOT National Transportation Integrated Search

    1979-01-01

    Two simulator experiments were conducted to quantify the effectiveness, in terms of pilot performance, of four different visual glidepath indicator systems in the severely reduced nighttime visual environment often referred to as the 'black hole'. A ...

  3. 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.

  4. 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.

  5. 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.

  6. The multi-modal Australian ScienceS Imaging and Visualization Environment (MASSIVE) high performance computing infrastructure: applications in neuroscience and neuroinformatics research

    PubMed Central

    Goscinski, Wojtek J.; McIntosh, Paul; Felzmann, Ulrich; Maksimenko, Anton; Hall, Christopher J.; Gureyev, Timur; Thompson, Darren; Janke, Andrew; Galloway, Graham; Killeen, Neil E. B.; Raniga, Parnesh; Kaluza, Owen; Ng, Amanda; Poudel, Govinda; Barnes, David G.; Nguyen, Toan; Bonnington, Paul; Egan, Gary F.

    2014-01-01

    The Multi-modal Australian ScienceS Imaging and Visualization Environment (MASSIVE) is a national imaging and visualization facility established by Monash University, the Australian Synchrotron, the Commonwealth Scientific Industrial Research Organization (CSIRO), and the Victorian Partnership for Advanced Computing (VPAC), with funding from the National Computational Infrastructure and the Victorian Government. The MASSIVE facility provides hardware, software, and expertise to drive research in the biomedical sciences, particularly advanced brain imaging research using synchrotron x-ray and infrared imaging, functional and structural magnetic resonance imaging (MRI), x-ray computer tomography (CT), electron microscopy and optical microscopy. The development of MASSIVE has been based on best practice in system integration methodologies, frameworks, and architectures. The facility has: (i) integrated multiple different neuroimaging analysis software components, (ii) enabled cross-platform and cross-modality integration of neuroinformatics tools, and (iii) brought together neuroimaging databases and analysis workflows. MASSIVE is now operational as a nationally distributed and integrated facility for neuroinfomatics and brain imaging research. PMID:24734019

  7. 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…

  8. Visual Computing Environment Workshop

    NASA Technical Reports Server (NTRS)

    Lawrence, Charles (Compiler)

    1998-01-01

    The Visual Computing Environment (VCE) is a framework for intercomponent and multidisciplinary computational simulations. Many current engineering analysis codes simulate various aspects of aircraft engine operation. For example, existing computational fluid dynamics (CFD) codes can model the airflow through individual engine components such as the inlet, compressor, combustor, turbine, or nozzle. Currently, these codes are run in isolation, making intercomponent and complete system simulations very difficult to perform. In addition, management and utilization of these engineering codes for coupled component simulations is a complex, laborious task, requiring substantial experience and effort. To facilitate multicomponent aircraft engine analysis, the CFD Research Corporation (CFDRC) is developing the VCE system. This system, which is part of NASA's Numerical Propulsion Simulation System (NPSS) program, can couple various engineering disciplines, such as CFD, structural analysis, and thermal analysis.

  9. 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.

  10. Visual Perspectives within Educational Computer Games: Effects on Presence and Flow within Virtual Immersive Learning Environments

    ERIC Educational Resources Information Center

    Scoresby, Jon; Shelton, Brett E.

    2011-01-01

    The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…

  11. 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.

  12. 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.

  13. Ergonomics in the office environment

    NASA Technical Reports Server (NTRS)

    Courtney, Theodore K.

    1993-01-01

    Perhaps the four most popular 'ergonomic' office culprits are: (1) the computer or visual display terminal (VDT); (2) the office chair; (3) the workstation; and (4) other automated equipment such as the facsimile machine, photocopier, etc. Among the ergonomics issues in the office environment are visual fatigue, musculoskeletal disorders, and radiation/electromagnetic (VLF,ELF) field exposure from VDT's. We address each of these in turn and then review some regulatory considerations regarding such stressors in the office and general industrial environment.

  14. GeoBuilder: a geometric algorithm visualization and debugging system for 2D and 3D geometric computing.

    PubMed

    Wei, Jyh-Da; Tsai, Ming-Hung; Lee, Gen-Cher; Huang, Jeng-Hung; Lee, Der-Tsai

    2009-01-01

    Algorithm visualization is a unique research topic that integrates engineering skills such as computer graphics, system programming, database management, computer networks, etc., to facilitate algorithmic researchers in testing their ideas, demonstrating new findings, and teaching algorithm design in the classroom. Within the broad applications of algorithm visualization, there still remain performance issues that deserve further research, e.g., system portability, collaboration capability, and animation effect in 3D environments. Using modern technologies of Java programming, we develop an algorithm visualization and debugging system, dubbed GeoBuilder, for geometric computing. The GeoBuilder system features Java's promising portability, engagement of collaboration in algorithm development, and automatic camera positioning for tracking 3D geometric objects. In this paper, we describe the design of the GeoBuilder system and demonstrate its applications.

  15. Sensing and perception: Connectionist approaches to subcognitive computing

    NASA Technical Reports Server (NTRS)

    Skrrypek, J.

    1987-01-01

    New approaches to machine sensing and perception are presented. The motivation for crossdisciplinary studies of perception in terms of AI and neurosciences is suggested. The question of computing architecture granularity as related to global/local computation underlying perceptual function is considered and examples of two environments are given. Finally, the examples of using one of the environments, UCLA PUNNS, to study neural architectures for visual function are presented.

  16. Reaction time for processing visual stimulus in a computer-assisted rehabilitation environment.

    PubMed

    Sanchez, Yerly; Pinzon, David; Zheng, Bin

    2017-10-01

    To examine the reaction time when human subjects process information presented in the visual channel under both a direct vision and a virtual rehabilitation environment when walking was performed. Visual stimulus included eight math problems displayed on the peripheral vision to seven healthy human subjects in a virtual rehabilitation training (computer-assisted rehabilitation environment (CAREN)) and a direct vision environment. Subjects were required to verbally report the results of these math calculations in a short period of time. Reaction time measured by Tobii Eye tracker and calculation accuracy were recorded and compared between the direct vision and virtual rehabilitation environment. Performance outcomes measured for both groups included reaction time, reading time, answering time and the verbal answer score. A significant difference between the groups was only found for the reaction time (p = .004). Participants had more difficulty recognizing the first equation of the virtual environment. Participants reaction time was faster in the direct vision environment. This reaction time delay should be kept in mind when designing skill training scenarios in virtual environments. This was a pilot project to a series of studies assessing cognition ability of stroke patients who are undertaking a rehabilitation program with a virtual training environment. Implications for rehabilitation Eye tracking is a reliable tool that can be employed in rehabilitation virtual environments. Reaction time changes between direct vision and virtual environment.

  17. Emerging CAE technologies and their role in Future Ambient Intelligence Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2011-03-01

    Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.

  18. Supporting Multimedia Learning with Visual Signalling and Animated Pedagogical Agent: Moderating Effects of Prior Knowledge

    ERIC Educational Resources Information Center

    Johnson, A. M.; Ozogul, G.; Reisslein, M.

    2015-01-01

    An experiment examined the effects of visual signalling to relevant information in multiple external representations and the visual presence of an animated pedagogical agent (APA). Students learned electric circuit analysis using a computer-based learning environment that included Cartesian graphs, equations and electric circuit diagrams. The…

  19. Dynamic Visualizations: How Attraction, Motivation and Communication Affect Streaming Video Tutorial Implementation

    ERIC Educational Resources Information Center

    Boger, Claire

    2011-01-01

    The rapid advancement in the capabilities of computer technologies has made it easier to design and deploy dynamic visualizations in web-based learning environments; yet, the implementation of these dynamic visuals has been met with mixed results. While many guidelines exist to assist instructional designers in the design and application of…

  20. 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…

  1. Gender Equity in Advertising on the World-Wide Web: Can it be Found?

    ERIC Educational Resources Information Center

    Kramer, Kevin M.; Knupfer, Nancy Nelson

    Recent attention to gender equity in computer environments, as well as in print-based and televised advertising for technological products, suggests that gender bias in the computer environment continues. This study examined gender messages within World Wide Web advertisements, specifically the type and number of visual images used in Web banner…

  2. FAST: A multi-processed environment for visualization of computational fluid dynamics

    NASA Technical Reports Server (NTRS)

    Bancroft, Gordon V.; Merritt, Fergus J.; Plessel, Todd C.; Kelaita, Paul G.; Mccabe, R. Kevin

    1991-01-01

    Three-dimensional, unsteady, multi-zoned fluid dynamics simulations over full scale aircraft are typical of the problems being investigated at NASA Ames' Numerical Aerodynamic Simulation (NAS) facility on CRAY2 and CRAY-YMP supercomputers. With multiple processor workstations available in the 10-30 Mflop range, we feel that these new developments in scientific computing warrant a new approach to the design and implementation of analysis tools. These larger, more complex problems create a need for new visualization techniques not possible with the existing software or systems available as of this writing. The visualization techniques will change as the supercomputing environment, and hence the scientific methods employed, evolves even further. The Flow Analysis Software Toolkit (FAST), an implementation of a software system for fluid mechanics analysis, is discussed.

  3. Robot computer problem solving system

    NASA Technical Reports Server (NTRS)

    Merriam, E. W.; Becker, J. D.

    1973-01-01

    A robot computer problem solving system which represents a robot exploration vehicle in a simulated Mars environment is described. The model exhibits changes and improvements made on a previously designed robot in a city environment. The Martian environment is modeled in Cartesian coordinates; objects are scattered about a plane; arbitrary restrictions on the robot's vision have been removed; and the robot's path contains arbitrary curves. New environmental features, particularly the visual occlusion of objects by other objects, were added to the model. Two different algorithms were developed for computing occlusion. Movement and vision capabilities of the robot were established in the Mars environment, using LISP/FORTRAN interface for computational efficiency. The graphical display program was redesigned to reflect the change to the Mars-like environment.

  4. 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.

  5. Fusion interfaces for tactical environments: An application of virtual reality technology

    NASA Technical Reports Server (NTRS)

    Haas, Michael W.

    1994-01-01

    The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and nonvirtual concepts and devices across the visual, auditory, and haptic sensory modalities. A fusion interface is a multisensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion interface concepts. This new facility, the Fusion Interfaces for Tactical Environments (FITE) Facility is a specialized flight simulator enabling efficient concept development through rapid prototyping and direct experience of new fusion concepts. The FITE Facility also supports evaluation of fusion concepts by operation fighter pilots in an air combat environment. The facility is utilized by a multidisciplinary design team composed of human factors engineers, electronics engineers, computer scientists, experimental psychologists, and oeprational pilots. The FITE computational architecture is composed of twenty-five 80486-based microcomputers operating in real-time. The microcomputers generate out-the-window visuals, in-cockpit and head-mounted visuals, localized auditory presentations, haptic displays on the stick and rudder pedals, as well as executing weapons models, aerodynamic models, and threat models.

  6. OnSight: Multi-platform Visualization of the Surface of Mars

    NASA Astrophysics Data System (ADS)

    Abercrombie, S. P.; Menzies, A.; Winter, A.; Clausen, M.; Duran, B.; Jorritsma, M.; Goddard, C.; Lidawer, A.

    2017-12-01

    A key challenge of planetary geology is to develop an understanding of an environment that humans cannot (yet) visit. Instead, scientists rely on visualizations created from images sent back by robotic explorers, such as the Curiosity Mars rover. OnSight is a multi-platform visualization tool that helps scientists and engineers to visualize the surface of Mars. Terrain visualization allows scientists to understand the scale and geometric relationships of the environment around the Curiosity rover, both for scientific understanding and for tactical consideration in safely operating the rover. OnSight includes a web-based 2D/3D visualization tool, as well as an immersive mixed reality visualization. In addition, OnSight offers a novel feature for communication among the science team. Using the multiuser feature of OnSight, scientists can meet virtually on Mars, to discuss geology in a shared spatial context. Combining web-based visualization with immersive visualization allows OnSight to leverage strengths of both platforms. This project demonstrates how 3D visualization can be adapted to either an immersive environment or a computer screen, and will discuss advantages and disadvantages of both platforms.

  7. Three-dimensional computer visualization of forensic pathology data.

    PubMed

    March, Jack; Schofield, Damian; Evison, Martin; Woodford, Noel

    2004-03-01

    Despite a decade of use in US courtrooms, it is only recently that forensic computer animations have become an increasingly important form of communication in legal spheres within the United Kingdom. Aims Research at the University of Nottingham has been influential in the critical investigation of forensic computer graphics reconstruction methodologies and techniques and in raising the profile of this novel form of data visualization within the United Kingdom. The case study presented demonstrates research undertaken by Aims Research and the Department of Forensic Pathology at the University of Sheffield, which aims to apply, evaluate, and develop novel 3-dimensional computer graphics (CG) visualization and virtual reality (VR) techniques in the presentation and investigation of forensic information concerning the human body. The inclusion of such visualizations within other CG or VR environments may ultimately provide the potential for alternative exploratory directions, processes, and results within forensic pathology investigations.

  8. Analysis, Mining and Visualization Service at NCSA

    NASA Astrophysics Data System (ADS)

    Wilhelmson, R.; Cox, D.; Welge, M.

    2004-12-01

    NCSA's goal is to create a balanced system that fully supports high-end computing as well as: 1) high-end data management and analysis; 2) visualization of massive, highly complex data collections; 3) large databases; 4) geographically distributed Grid computing; and 5) collaboratories, all based on a secure computational environment and driven with workflow-based services. To this end NCSA has defined a new technology path that includes the integration and provision of cyberservices in support of data analysis, mining, and visualization. NCSA has begun to develop and apply a data mining system-NCSA Data-to-Knowledge (D2K)-in conjunction with both the application and research communities. NCSA D2K will enable the formation of model-based application workflows and visual programming interfaces for rapid data analysis. The Java-based D2K framework, which integrates analytical data mining methods with data management, data transformation, and information visualization tools, will be configurable from the cyberservices (web and grid services, tools, ..) viewpoint to solve a wide range of important data mining problems. This effort will use modules, such as a new classification methods for the detection of high-risk geoscience events, and existing D2K data management, machine learning, and information visualization modules. A D2K cyberservices interface will be developed to seamlessly connect client applications with remote back-end D2K servers, providing computational resources for data mining and integration with local or remote data stores. This work is being coordinated with SDSC's data and services efforts. The new NCSA Visualization embedded workflow environment (NVIEW) will be integrated with D2K functionality to tightly couple informatics and scientific visualization with the data analysis and management services. Visualization services will access and filter disparate data sources, simplifying tasks such as fusing related data from distinct sources into a coherent visual representation. This approach enables collaboration among geographically dispersed researchers via portals and front-end clients, and the coupling with data management services enables recording associations among datasets and building annotation systems into visualization tools and portals, giving scientists a persistent, shareable, virtual lab notebook. To facilitate provision of these cyberservices to the national community, NCSA will be providing a computational environment for large-scale data assimilation, analysis, mining, and visualization. This will be initially implemented on the new 512 processor shared memory SGI's recently purchased by NCSA. In addition to standard batch capabilities, NCSA will provide on-demand capabilities for those projects requiring rapid response (e.g., development of severe weather, earthquake events) for decision makers. It will also be used for non-sequential interactive analysis of data sets where it is important have access to large data volumes over space and time.

  9. Demonstration of NICT Space Weather Cloud --Integration of Supercomputer into Analysis and Visualization Environment--

    NASA Astrophysics Data System (ADS)

    Watari, S.; Morikawa, Y.; Yamamoto, K.; Inoue, S.; Tsubouchi, K.; Fukazawa, K.; Kimura, E.; Tatebe, O.; Kato, H.; Shimojo, S.; Murata, K. T.

    2010-12-01

    In the Solar-Terrestrial Physics (STP) field, spatio-temporal resolution of computer simulations is getting higher and higher because of tremendous advancement of supercomputers. A more advanced technology is Grid Computing that integrates distributed computational resources to provide scalable computing resources. In the simulation research, it is effective that a researcher oneself designs his physical model, performs calculations with a supercomputer, and analyzes and visualizes for consideration by a familiar method. A supercomputer is far from an analysis and visualization environment. In general, a researcher analyzes and visualizes in the workstation (WS) managed at hand because the installation and the operation of software in the WS are easy. Therefore, it is necessary to copy the data from the supercomputer to WS manually. Time necessary for the data transfer through long delay network disturbs high-accuracy simulations actually. In terms of usefulness, integrating a supercomputer and an analysis and visualization environment seamlessly with a researcher's familiar method is important. NICT has been developing a cloud computing environment (NICT Space Weather Cloud). In the NICT Space Weather Cloud, disk servers are located near its supercomputer and WSs for data analysis and visualization. They are connected to JGN2plus that is high-speed network for research and development. Distributed virtual high-capacity storage is also constructed by Grid Datafarm (Gfarm v2). Huge-size data output from the supercomputer is transferred to the virtual storage through JGN2plus. A researcher can concentrate on the research by a familiar method without regard to distance between a supercomputer and an analysis and visualization environment. Now, total 16 disk servers are setup in NICT headquarters (at Koganei, Tokyo), JGN2plus NOC (at Otemachi, Tokyo), Okinawa Subtropical Environment Remote-Sensing Center, and Cybermedia Center, Osaka University. They are connected on JGN2plus, and they constitute 1PB (physical size) virtual storage by Gfarm v2. These disk servers are connected with supercomputers of NICT and Osaka University. A system that data output from the supercomputers are automatically transferred to the virtual storage had been built up. Transfer rate is about 50 GB/hrs by actual measurement. It is estimated that the performance is reasonable for a certain simulation and analysis for reconstruction of coronal magnetic field. This research is assumed an experiment of the system, and the verification of practicality is advanced at the same time. Herein we introduce an overview of the space weather cloud system so far we have developed. We also demonstrate several scientific results using the space weather cloud system. We also introduce several web applications of the cloud as a service of the space weather cloud, which is named as "e-SpaceWeather" (e-SW). The e-SW provides with a variety of space weather online services from many aspects.

  10. A habituation based approach for detection of visual changes in surveillance camera

    NASA Astrophysics Data System (ADS)

    Sha'abani, M. N. A. H.; Adan, N. F.; Sabani, M. S. M.; Abdullah, F.; Nadira, J. H. S.; Yasin, M. S. M.

    2017-09-01

    This paper investigates a habituation based approach in detecting visual changes using video surveillance systems in a passive environment. Various techniques have been introduced for dynamic environment such as motion detection, object classification and behaviour analysis. However, in a passive environment, most of the scenes recorded by the surveillance system are normal. Therefore, implementing a complex analysis all the time in the passive environment resulting on computationally expensive, especially when using a high video resolution. Thus, a mechanism of attention is required, where the system only responds to an abnormal event. This paper proposed a novelty detection mechanism in detecting visual changes and a habituation based approach to measure the level of novelty. The objective of the paper is to investigate the feasibility of the habituation based approach in detecting visual changes. Experiment results show that the approach are able to accurately detect the presence of novelty as deviations from the learned knowledge.

  11. Application of advanced virtual reality and 3D computer assisted technologies in tele-3D-computer assisted surgery in rhinology.

    PubMed

    Klapan, Ivica; Vranjes, Zeljko; Prgomet, Drago; Lukinović, Juraj

    2008-03-01

    The real-time requirement means that the simulation should be able to follow the actions of the user that may be moving in the virtual environment. The computer system should also store in its memory a three-dimensional (3D) model of the virtual environment. In that case a real-time virtual reality system will update the 3D graphic visualization as the user moves, so that up-to-date visualization is always shown on the computer screen. Upon completion of the tele-operation, the surgeon compares the preoperative and postoperative images and models of the operative field, and studies video records of the procedure itself Using intraoperative records, animated images of the real tele-procedure performed can be designed. Virtual surgery offers the possibility of preoperative planning in rhinology. The intraoperative use of computer in real time requires development of appropriate hardware and software to connect medical instrumentarium with the computer and to operate the computer by thus connected instrumentarium and sophisticated multimedia interfaces.

  12. Visualizing water

    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.

  13. Ultrascale collaborative visualization using a display-rich global cyberinfrastructure.

    PubMed

    Jeong, Byungil; Leigh, Jason; Johnson, Andrew; Renambot, Luc; Brown, Maxine; Jagodic, Ratko; Nam, Sungwon; Hur, Hyejung

    2010-01-01

    The scalable adaptive graphics environment (SAGE) is high-performance graphics middleware for ultrascale collaborative visualization using a display-rich global cyberinfrastructure. Dozens of sites worldwide use this cyberinfrastructure middleware, which connects high-performance-computing resources over high-speed networks to distributed ultraresolution displays.

  14. Scalable metadata environments (MDE): artistically impelled immersive environments for large-scale data exploration

    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.

  15. 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

  16. Visual landmarks facilitate rodent spatial navigation in virtual reality environments

    PubMed Central

    Youngstrom, Isaac A.; Strowbridge, Ben W.

    2012-01-01

    Because many different sensory modalities contribute to spatial learning in rodents, it has been difficult to determine whether spatial navigation can be guided solely by visual cues. Rodents moving within physical environments with visual cues engage a variety of nonvisual sensory systems that cannot be easily inhibited without lesioning brain areas. Virtual reality offers a unique approach to ask whether visual landmark cues alone are sufficient to improve performance in a spatial task. We found that mice could learn to navigate between two water reward locations along a virtual bidirectional linear track using a spherical treadmill. Mice exposed to a virtual environment with vivid visual cues rendered on a single monitor increased their performance over a 3-d training regimen. Training significantly increased the percentage of time avatars controlled by the mice spent near reward locations in probe trials without water rewards. Neither improvement during training or spatial learning for reward locations occurred with mice operating a virtual environment without vivid landmarks or with mice deprived of all visual feedback. Mice operating the vivid environment developed stereotyped avatar turning behaviors when alternating between reward zones that were positively correlated with their performance on the probe trial. These results suggest that mice are able to learn to navigate to specific locations using only visual cues presented within a virtual environment rendered on a single computer monitor. PMID:22345484

  17. Neural Networks for Computer Vision: A Framework for Specifications of a General Purpose Vision System

    NASA Astrophysics Data System (ADS)

    Skrzypek, Josef; Mesrobian, Edmond; Gungner, David J.

    1989-03-01

    The development of autonomous land vehicles (ALV) capable of operating in an unconstrained environment has proven to be a formidable research effort. The unpredictability of events in such an environment calls for the design of a robust perceptual system, an impossible task requiring the programming of a system bases on the expectation of future, unconstrained events. Hence, the need for a "general purpose" machine vision system that is capable of perceiving and understanding images in an unconstrained environment in real-time. The research undertaken at the UCLA Machine Perception Laboratory addresses this need by focusing on two specific issues: 1) the long term goals for machine vision research as a joint effort between the neurosciences and computer science; and 2) a framework for evaluating progress in machine vision. In the past, vision research has been carried out independently within different fields including neurosciences, psychology, computer science, and electrical engineering. Our interdisciplinary approach to vision research is based on the rigorous combination of computational neuroscience, as derived from neurophysiology and neuropsychology, with computer science and electrical engineering. The primary motivation behind our approach is that the human visual system is the only existing example of a "general purpose" vision system and using a neurally based computing substrate, it can complete all necessary visual tasks in real-time.

  18. Realistic realtime illumination of complex environment for immersive systems. A case study: the Parthenon

    NASA Astrophysics Data System (ADS)

    Callieri, M.; Debevec, P.; Pair, J.; Scopigno, R.

    2005-06-01

    Offine rendering techniques have nowadays reached an astonishing level of realism but paying the cost of a long computational time. The new generation of programmable graphic hardware, on the other hand, gives the possibility to implement in realtime some of the visual effects previously available only for cinematographic production. In a collaboration between the Visual Computing Lab (ISTI-CNR) with the Institute for Creative Technologies of the University of Southern California, has been developed a realtime demo that replicate a sequence from the short movie "The Parthenon" presented at Siggraph 2004. The application is designed to run on an immersive reality system, making possible for a user to perceive the virtual environment with a cinematographic visual quality. In this paper we present the principal ideas of the project, discussing design issues and technical solution used for the realtime demo.

  19. Preservice Teachers' Introduction to Computing: Exploring Utilization of Scratch

    ERIC Educational Resources Information Center

    Cetin, Ibrahim

    2016-01-01

    Computational thinking has been gaining new impetus in the academic community and in K-12 level education. Scratch is a visual programming environment that can be utilized to teach and learn introductory computing concepts. There are some studies investigating the effectiveness of Scratch for K-12 level education. However, studies that have been…

  20. Computational mechanisms underlying cortical responses to the affordance properties of visual scenes

    PubMed Central

    Epstein, Russell A.

    2018-01-01

    Biologically inspired deep convolutional neural networks (CNNs), trained for computer vision tasks, have been found to predict cortical responses with remarkable accuracy. However, the internal operations of these models remain poorly understood, and the factors that account for their success are unknown. Here we develop a set of techniques for using CNNs to gain insights into the computational mechanisms underlying cortical responses. We focused on responses in the occipital place area (OPA), a scene-selective region of dorsal occipitoparietal cortex. In a previous study, we showed that fMRI activation patterns in the OPA contain information about the navigational affordances of scenes; that is, information about where one can and cannot move within the immediate environment. We hypothesized that this affordance information could be extracted using a set of purely feedforward computations. To test this idea, we examined a deep CNN with a feedforward architecture that had been previously trained for scene classification. We found that responses in the CNN to scene images were highly predictive of fMRI responses in the OPA. Moreover the CNN accounted for the portion of OPA variance relating to the navigational affordances of scenes. The CNN could thus serve as an image-computable candidate model of affordance-related responses in the OPA. We then ran a series of in silico experiments on this model to gain insights into its internal operations. These analyses showed that the computation of affordance-related features relied heavily on visual information at high-spatial frequencies and cardinal orientations, both of which have previously been identified as low-level stimulus preferences of scene-selective visual cortex. These computations also exhibited a strong preference for information in the lower visual field, which is consistent with known retinotopic biases in the OPA. Visualizations of feature selectivity within the CNN suggested that affordance-based responses encoded features that define the layout of the spatial environment, such as boundary-defining junctions and large extended surfaces. Together, these results map the sensory functions of the OPA onto a fully quantitative model that provides insights into its visual computations. More broadly, they advance integrative techniques for understanding visual cortex across multiple level of analysis: from the identification of cortical sensory functions to the modeling of their underlying algorithms. PMID:29684011

  1. Extensible Computational Chemistry Environment

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    2012-08-09

    ECCE provides a sophisticated graphical user interface, scientific visualization tools, and the underlying data management framework enabling scientists to efficiently set up calculations and store, retrieve, and analyze the rapidly growing volumes of data produced by computational chemistry studies. ECCE was conceived as part of the Environmental Molecular Sciences Laboratory construction to solve the problem of researchers being able to effectively utilize complex computational chemistry codes and massively parallel high performance compute resources. Bringing the power of these codes and resources to the desktops of researcher and thus enabling world class research without users needing a detailed understanding of themore » inner workings of either the theoretical codes or the supercomputers needed to run them was a grand challenge problem in the original version of the EMSL. ECCE allows collaboration among researchers using a web-based data repository where the inputs and results for all calculations done within ECCE are organized. ECCE is a first of kind end-to-end problem solving environment for all phases of computational chemistry research: setting up calculations with sophisticated GUI and direct manipulation visualization tools, submitting and monitoring calculations on remote high performance supercomputers without having to be familiar with the details of using these compute resources, and performing results visualization and analysis including creating publication quality images. ECCE is a suite of tightly integrated applications that are employed as the user moves through the modeling process.« less

  2. Using virtual environment technology for preadapting astronauts to the novel sensory conditions of microgravity

    NASA Technical Reports Server (NTRS)

    Duncan, K. M.; Harm, D. L.; Crosier, W. G.; Worthington, J. W.

    1993-01-01

    A unique training device is being developed at the Johnson Space Center Neurosciences Laboratory to help reduce or eliminate Space Motion Sickness (SMS) and spatial orientation disturbances that occur during spaceflight. The Device for Orientation and Motion Environments Preflight Adaptation Trainer (DOME PAT) uses virtual reality technology to simulate some sensory rearrangements experienced by astronauts in microgravity. By exposing a crew member to this novel environment preflight, it is expected that he/she will become partially adapted, and thereby suffer fewer symptoms inflight. The DOME PAT is a 3.7 m spherical dome, within which a 170 by 100 deg field of view computer-generated visual database is projected. The visual database currently in use depicts the interior of a Shuttle spacelab. The trainee uses a six degree-of-freedom, isometric force hand controller to navigate through the virtual environment. Alternatively, the trainee can be 'moved' about within the virtual environment by the instructor, or can look about within the environment by wearing a restraint that controls scene motion in response to head movements. The computer system is comprised of four personal computers that provide the real time control and user interface, and two Silicon Graphics computers that generate the graphical images. The image generator computers use custom algorithms to compensate for spherical image distortion, while maintaining a video update rate of 30 Hz. The DOME PAT is the first such system known to employ virtual reality technology to reduce the untoward effects of the sensory rearrangement associated with exposure to microgravity, and it does so in a very cost-effective manner.

  3. Neuroimaging Study Designs, Computational Analyses and Data Provenance Using the LONI Pipeline

    PubMed Central

    Dinov, Ivo; Lozev, Kamen; Petrosyan, Petros; Liu, Zhizhong; Eggert, Paul; Pierce, Jonathan; Zamanyan, Alen; Chakrapani, Shruthi; Van Horn, John; Parker, D. Stott; Magsipoc, Rico; Leung, Kelvin; Gutman, Boris; Woods, Roger; Toga, Arthur

    2010-01-01

    Modern computational neuroscience employs diverse software tools and multidisciplinary expertise to analyze heterogeneous brain data. The classical problems of gathering meaningful data, fitting specific models, and discovering appropriate analysis and visualization tools give way to a new class of computational challenges—management of large and incongruous data, integration and interoperability of computational resources, and data provenance. We designed, implemented and validated a new paradigm for addressing these challenges in the neuroimaging field. Our solution is based on the LONI Pipeline environment [3], [4], a graphical workflow environment for constructing and executing complex data processing protocols. We developed study-design, database and visual language programming functionalities within the LONI Pipeline that enable the construction of complete, elaborate and robust graphical workflows for analyzing neuroimaging and other data. These workflows facilitate open sharing and communication of data and metadata, concrete processing protocols, result validation, and study replication among different investigators and research groups. The LONI Pipeline features include distributed grid-enabled infrastructure, virtualized execution environment, efficient integration, data provenance, validation and distribution of new computational tools, automated data format conversion, and an intuitive graphical user interface. We demonstrate the new LONI Pipeline features using large scale neuroimaging studies based on data from the International Consortium for Brain Mapping [5] and the Alzheimer's Disease Neuroimaging Initiative [6]. User guides, forums, instructions and downloads of the LONI Pipeline environment are available at http://pipeline.loni.ucla.edu. PMID:20927408

  4. GROTTO visualization for decision support

    NASA Astrophysics Data System (ADS)

    Lanzagorta, Marco O.; Kuo, Eddy; Uhlmann, Jeffrey K.

    1998-08-01

    In this paper we describe the GROTTO visualization projects being carried out at the Naval Research Laboratory. GROTTO is a CAVE-like system, that is, a surround-screen, surround- sound, immersive virtual reality device. We have explored the GROTTO visualization in a variety of scientific areas including oceanography, meteorology, chemistry, biochemistry, computational fluid dynamics and space sciences. Research has emphasized the applications of GROTTO visualization for military, land and sea-based command and control. Examples include the visualization of ocean current models for the simulation and stud of mine drifting and, inside our computational steering project, the effects of electro-magnetic radiation on missile defense satellites. We discuss plans to apply this technology to decision support applications involving the deployment of autonomous vehicles into contaminated battlefield environments, fire fighter control and hostage rescue operations.

  5. Velocity and Structure Estimation of a Moving Object Using a Moving Monocular Camera

    DTIC Science & Technology

    2006-01-01

    map the Euclidean position of static landmarks or visual features in the environment . Recent applications of this technique include aerial...From Motion in a Piecewise Planar Environment ,” International Journal of Pattern Recognition and Artificial Intelligence, Vol. 2, No. 3, pp. 485-508...1988. [9] J. M. Ferryman, S. J. Maybank , and A. D. Worrall, “Visual Surveil- lance for Moving Vehicles,” Intl. Journal of Computer Vision, Vol. 37, No

  6. Technical Drafting and Mental Visualization in Interior Architecture Education

    ERIC Educational Resources Information Center

    Arslan, Ali Riza; Dazkir, Sibel Seda

    2017-01-01

    We explored how beginning-level interior architecture students develop skills to create mental visualizations of three-dimensional objects and environments, how they develop their technical drawing skills, and whether or not physical and computer generated models aid this design process. We used interviews and observations to collect data. The…

  7. Use Patterns of Visual Cues in Computer-Mediated Communication

    ERIC Educational Resources Information Center

    Bolliger, Doris U.

    2009-01-01

    Communication in the virtual environment can be challenging for participants because it lacks physical presence and nonverbal elements. Participants may have difficulties expressing their intentions and emotions in a primarily text-based course. Therefore, the use of visual communication elements such as pictographic and typographic marks can be…

  8. Computer Graphics Instruction in VizClass

    ERIC Educational Resources Information Center

    Grimes, Douglas; Warschauer, Mark; Hutchinson, Tara; Kuester, Falko

    2005-01-01

    "VizClass" is a university classroom environment designed to offer students in computer graphics and engineering courses up-to-date visualization technologies. Three digital whiteboards and a three-dimensional stereoscopic display provide complementary display surfaces. Input devices include touchscreens on the digital whiteboards, remote…

  9. 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.

  10. 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.

  11. Living Color Frame System: PC graphics tool for data visualization

    NASA Technical Reports Server (NTRS)

    Truong, Long V.

    1993-01-01

    Living Color Frame System (LCFS) is a personal computer software tool for generating real-time graphics applications. It is highly applicable for a wide range of data visualization in virtual environment applications. Engineers often use computer graphics to enhance the interpretation of data under observation. These graphics become more complicated when 'run time' animations are required, such as found in many typical modern artificial intelligence and expert systems. Living Color Frame System solves many of these real-time graphics problems.

  12. 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.

  13. Construction of Blaze at the University of Illinois at Chicago: A Shared, High-Performance, Visual Computer for Next-Generation Cyberinfrastructure-Accelerated Scientific, Engineering, Medical and Public Policy Research

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Brown, Maxine D.; Leigh, Jason

    2014-02-17

    The Blaze high-performance visual computing system serves the high-performance computing research and education needs of University of Illinois at Chicago (UIC). Blaze consists of a state-of-the-art, networked, computer cluster and ultra-high-resolution visualization system called CAVE2(TM) that is currently not available anywhere in Illinois. This system is connected via a high-speed 100-Gigabit network to the State of Illinois' I-WIRE optical network, as well as to national and international high speed networks, such as the Internet2, and the Global Lambda Integrated Facility. This enables Blaze to serve as an on-ramp to national cyberinfrastructure, such as the National Science Foundation’s Blue Waters petascalemore » computer at the National Center for Supercomputing Applications at the University of Illinois at Chicago and the Department of Energy’s Argonne Leadership Computing Facility (ALCF) at Argonne National Laboratory. DOE award # DE-SC005067, leveraged with NSF award #CNS-0959053 for “Development of the Next-Generation CAVE Virtual Environment (NG-CAVE),” enabled us to create a first-of-its-kind high-performance visual computing system. The UIC Electronic Visualization Laboratory (EVL) worked with two U.S. companies to advance their commercial products and maintain U.S. leadership in the global information technology economy. New applications are being enabled with the CAVE2/Blaze visual computing system that is advancing scientific research and education in the U.S. and globally, and help train the next-generation workforce.« less

  14. Task-Based Assessment of Students' Computational Thinking Skills Developed through Visual Programming or Tangible Coding Environments

    ERIC Educational Resources Information Center

    Djambong, Takam; Freiman, Viktor

    2016-01-01

    While today's schools in several countries, like Canada, are about to bring back programming to their curricula, a new conceptual angle, namely one of computational thinking, draws attention of researchers. In order to understand the articulation between computational thinking tasks in one side, student's targeted skills, and the types of problems…

  15. Visualization and Analytics Software Tools for Peregrine System |

    Science.gov Websites

    R is a language and environment for statistical computing and graphics. Go to the R web site for System Visualization and Analytics Software Tools for Peregrine System Learn about the available visualization for OpenGL-based applications. For more information, please go to the FastX page. ParaView An open

  16. A fast and flexible panoramic virtual reality system for behavioural and electrophysiological experiments.

    PubMed

    Takalo, Jouni; Piironen, Arto; Honkanen, Anna; Lempeä, Mikko; Aikio, Mika; Tuukkanen, Tuomas; Vähäsöyrinki, Mikko

    2012-01-01

    Ideally, neuronal functions would be studied by performing experiments with unconstrained animals whilst they behave in their natural environment. Although this is not feasible currently for most animal models, one can mimic the natural environment in the laboratory by using a virtual reality (VR) environment. Here we present a novel VR system based upon a spherical projection of computer generated images using a modified commercial data projector with an add-on fish-eye lens. This system provides equidistant visual stimulation with extensive coverage of the visual field, high spatio-temporal resolution and flexible stimulus generation using a standard computer. It also includes a track-ball system for closed-loop behavioural experiments with walking animals. We present a detailed description of the system and characterize it thoroughly. Finally, we demonstrate the VR system's performance whilst operating in closed-loop conditions by showing the movement trajectories of the cockroaches during exploratory behaviour in a VR forest.

  17. Neurally and Ocularly Informed Graph-Based Models for Searching 3D Environments

    DTIC Science & Technology

    2014-06-03

    hBCI = hybrid brain–computer interface, TAG = transductive annotation by graph, CV = computer vision, TSP = traveling salesman problem . are navigated...environment that are most likely to contain objects that the subject would like to visit. 2.9. Route planning A traveling salesman problem (TSP) solver...fixations in a visual search task using fixation-related potentials J. Vis. 13 Croes G 1958 A method for solving traveling - salesman problems Oper. Res

  18. Reading Authentic EFL Text Using Visualization and Advance Organizers in a Multimedia Learning Environment

    ERIC Educational Resources Information Center

    Lin, Huifen; Chen, Tsuiping

    2007-01-01

    The purpose of this experimental study was to compare the effects of different types of computer-generated visuals (static versus animated) and advance organizers (descriptive versus question) in enhancing comprehension and retention of a content-based lesson for learning English as a Foreign Language (EFL). Additionally, the study investigated…

  19. 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.

  20. 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.

  1. Comparative Study of the Effectiveness of Three Learning Environments: Hyper-Realistic Virtual Simulations, Traditional Schematic Simulations and Traditional Laboratory

    ERIC Educational Resources Information Center

    Martinez, Guadalupe; Naranjo, Francisco L.; Perez, Angel L.; Suero, Maria Isabel; Pardo, Pedro J.

    2011-01-01

    This study compared the educational effects of computer simulations developed in a hyper-realistic virtual environment with the educational effects of either traditional schematic simulations or a traditional optics laboratory. The virtual environment was constructed on the basis of Java applets complemented with a photorealistic visual output.…

  2. 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…

  3. Simplification of Visual Rendering in Simulated Prosthetic Vision Facilitates Navigation.

    PubMed

    Vergnieux, Victor; Macé, Marc J-M; Jouffrais, Christophe

    2017-09-01

    Visual neuroprostheses are still limited and simulated prosthetic vision (SPV) is used to evaluate potential and forthcoming functionality of these implants. SPV has been used to evaluate the minimum requirement on visual neuroprosthetic characteristics to restore various functions such as reading, objects and face recognition, object grasping, etc. Some of these studies focused on obstacle avoidance but only a few investigated orientation or navigation abilities with prosthetic vision. The resolution of current arrays of electrodes is not sufficient to allow navigation tasks without additional processing of the visual input. In this study, we simulated a low resolution array (15 × 18 electrodes, similar to a forthcoming generation of arrays) and evaluated the navigation abilities restored when visual information was processed with various computer vision algorithms to enhance the visual rendering. Three main visual rendering strategies were compared to a control rendering in a wayfinding task within an unknown environment. The control rendering corresponded to a resizing of the original image onto the electrode array size, according to the average brightness of the pixels. In the first rendering strategy, vision distance was limited to 3, 6, or 9 m, respectively. In the second strategy, the rendering was not based on the brightness of the image pixels, but on the distance between the user and the elements in the field of view. In the last rendering strategy, only the edges of the environments were displayed, similar to a wireframe rendering. All the tested renderings, except the 3 m limitation of the viewing distance, improved navigation performance and decreased cognitive load. Interestingly, the distance-based and wireframe renderings also improved the cognitive mapping of the unknown environment. These results show that low resolution implants are usable for wayfinding if specific computer vision algorithms are used to select and display appropriate information regarding the environment. © 2017 International Center for Artificial Organs and Transplantation and Wiley Periodicals, Inc.

  4. User Directed Tools for Exploiting Expert Knowledge in an Immersive Segmentation and Visualization Environment

    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.

  5. Dynamic Evaluation of the Multimedia Interface in Computer Supported Learning

    ERIC Educational Resources Information Center

    Zaidel, Mark

    2007-01-01

    As information technology applications become widespread in education, new innovations in computer systems and communication technologies stimulate changes in students' visual preferences. In a university environment each new cohort of students is more comfortable in the digital world, expecting that new technology will enhance teaching and…

  6. 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…

  7. The Scratch Programming Language and Environment

    ERIC Educational Resources Information Center

    Maloney, John; Resnick, Mitchel; Rusk, Natalie; Silverman, Brian; Eastmond, Evelyn

    2010-01-01

    Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the…

  8. Visual interaction: models, systems, prototypes. The Pictorial Computing Laboratory at the University of Rome La Sapienza.

    PubMed

    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.

  9. 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)

  10. 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.

  11. Explore the virtual side of earth science

    USGS Publications Warehouse

    ,

    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).

  12. A component-based software environment for visualizing large macromolecular assemblies.

    PubMed

    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.

  13. 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.

  14. 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…

  15. Learning Computer Science Concepts with Scratch

    ERIC Educational Resources Information Center

    Meerbaum-Salant, Orni; Armoni, Michal; Ben-Ari, Mordechai

    2013-01-01

    Scratch is a visual programming environment that is widely used by young people. We investigated if Scratch can be used to teach concepts of computer science (CS). We developed learning materials for middle-school students that were designed according to the constructionist philosophy of Scratch and evaluated them in a few schools during two…

  16. Making Your Tools Useful to a Broader Audience

    NASA Astrophysics Data System (ADS)

    Lyness, M. D.; Broten, M. J.

    2006-12-01

    With the increasing growth of Web Services and SOAP the ability to connect and reuse computational and also visualization tools from all over the world via Web Interfaces that can be easily displayed in any current browser has provided the means to construct an ideal online research environment. The age-old question of usability is a major determining factor whether a particular tool would find great success in its community. An interface that can be understood purely by a user's intuition is desirable and more closely obtainable than ever before. Through the use of increasingly sophisticated web-oriented technologies including JavaScript, AJAX, and the DOM, web interfaces are able to harness the advantages of the Internet along with the functional capabilities of native applications such as menus, partial page changes, background processing, and visual effects to name a few. Also, with computers becoming a normal part of the educational process companies, such as Google and Microsoft, give us a synthetic intuition as a foundation for new designs. Understanding the way earth science researchers know how to use computers will allow the VLab portal (http://vlab.msi.umn.edu) and other projects to create interfaces that will get used. To provide detailed communication with the users of VLab's computational tools, projects like the Porky Portlet (http://www.gorerle.com/vlab-wiki/index.php?title=Porky_Portlet) spawned to empower users with a fully- detailed, interactive visual representation of progressing workflows. With the well-thought design of such tools and interfaces, researchers around the world will become accustomed to new highly engaging, visual web- based research environments.

  17. Computational model for perception of objects and motions.

    PubMed

    Yang, WenLu; Zhang, LiQing; Ma, LiBo

    2008-06-01

    Perception of objects and motions in the visual scene is one of the basic problems in the visual system. There exist 'What' and 'Where' pathways in the superior visual cortex, starting from the simple cells in the primary visual cortex. The former is able to perceive objects such as forms, color, and texture, and the latter perceives 'where', for example, velocity and direction of spatial movement of objects. This paper explores brain-like computational architectures of visual information processing. We propose a visual perceptual model and computational mechanism for training the perceptual model. The computational model is a three-layer network. The first layer is the input layer which is used to receive the stimuli from natural environments. The second layer is designed for representing the internal neural information. The connections between the first layer and the second layer, called the receptive fields of neurons, are self-adaptively learned based on principle of sparse neural representation. To this end, we introduce Kullback-Leibler divergence as the measure of independence between neural responses and derive the learning algorithm based on minimizing the cost function. The proposed algorithm is applied to train the basis functions, namely receptive fields, which are localized, oriented, and bandpassed. The resultant receptive fields of neurons in the second layer have the characteristics resembling that of simple cells in the primary visual cortex. Based on these basis functions, we further construct the third layer for perception of what and where in the superior visual cortex. The proposed model is able to perceive objects and their motions with a high accuracy and strong robustness against additive noise. Computer simulation results in the final section show the feasibility of the proposed perceptual model and high efficiency of the learning algorithm.

  18. Vids: Version 2.0 Alpha Visualization Engine

    DTIC Science & Technology

    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

  19. Exploring the Relation between Visualizer-Verbalizer Cognitive Styles and Performance with Visual or Verbal Learning Material

    ERIC Educational Resources Information Center

    Kolloffel, Bas

    2012-01-01

    A student might find a certain representational format (e.g., diagram, text) more attractive than other formats for learning. Computer technology offers opportunities to adjust the formats used in learning environments to the preferences of individual learners. The question addressed in the current study was: does the match between a student's…

  20. A Student's Construction of Transformations of Functions in a Multiple Representational Environment.

    ERIC Educational Resources Information Center

    Borba, Marcelo C.; Confrey, Jere

    1996-01-01

    Reports on a case study of a 16-year-old student working on transformations of functions in a computer-based, multirepresentational environment. Presents an analysis of the work during the transition from the use of visualization and analysis of discrete points to the use of algebraic symbolism. (AIM)

  1. Virtual reality simulation in neurosurgery: technologies and evolution.

    PubMed

    Chan, Sonny; Conti, François; Salisbury, Kenneth; Blevins, Nikolas H

    2013-01-01

    Neurosurgeons are faced with the challenge of learning, planning, and performing increasingly complex surgical procedures in which there is little room for error. With improvements in computational power and advances in visual and haptic display technologies, virtual surgical environments can now offer potential benefits for surgical training, planning, and rehearsal in a safe, simulated setting. This article introduces the various classes of surgical simulators and their respective purposes through a brief survey of representative simulation systems in the context of neurosurgery. Many technical challenges currently limit the application of virtual surgical environments. Although we cannot yet expect a digital patient to be indistinguishable from reality, new developments in computational methods and related technology bring us closer every day. We recognize that the design and implementation of an immersive virtual reality surgical simulator require expert knowledge from many disciplines. This article highlights a selection of recent developments in research areas related to virtual reality simulation, including anatomic modeling, computer graphics and visualization, haptics, and physics simulation, and discusses their implication for the simulation of neurosurgery.

  2. A novel computational model to probe visual search deficits during motor performance

    PubMed Central

    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

  3. XML-Based Visual Specification of Multidisciplinary Applications

    NASA Technical Reports Server (NTRS)

    Al-Theneyan, Ahmed; Jakatdar, Amol; Mehrotra, Piyush; Zubair, Mohammad

    2001-01-01

    The advancements in the Internet and Web technologies have fueled a growing interest in developing a web-based distributed computing environment. We have designed and developed Arcade, a web-based environment for designing, executing, monitoring, and controlling distributed heterogeneous applications, which is easy to use and access, portable, and provides support through all phases of the application development and execution. A major focus of the environment is the specification of heterogeneous, multidisciplinary applications. In this paper we focus on the visual and script-based specification interface of Arcade. The web/browser-based visual interface is designed to be intuitive to use and can also be used for visual monitoring during execution. The script specification is based on XML to: (1) make it portable across different frameworks, and (2) make the development of our tools easier by using the existing freely available XML parsers and editors. There is a one-to-one correspondence between the visual and script-based interfaces allowing users to go back and forth between the two. To support this we have developed translators that translate a script-based specification to a visual-based specification, and vice-versa. These translators are integrated with our tools and are transparent to users.

  4. Integrated instrumentation & computation environment for GRACE

    NASA Astrophysics Data System (ADS)

    Dhekne, P. S.

    2002-03-01

    The project GRACE (Gamma Ray Astrophysics with Coordinated Experiments) aims at setting up a state of the art Gamma Ray Observatory at Mt. Abu, Rajasthan for undertaking comprehensive scientific exploration over a wide spectral window (10's keV - 100's TeV) from a single location through 4 coordinated experiments. The cumulative data collection rate of all the telescopes is expected to be about 1 GB/hr, necessitating innovations in the data management environment. As real-time data acquisition and control as well as off-line data processing, analysis and visualization environment of these systems is based on the us cutting edge and affordable technologies in the field of computers, communications and Internet. We propose to provide a single, unified environment by seamless integration of instrumentation and computations by taking advantage of the recent advancements in Web based technologies. This new environment will allow researchers better acces to facilities, improve resource utilization and enhance collaborations by having identical environments for online as well as offline usage of this facility from any location. We present here a proposed implementation strategy for a platform independent web-based system that supplements automated functions with video-guided interactive and collaborative remote viewing, remote control through virtual instrumentation console, remote acquisition of telescope data, data analysis, data visualization and active imaging system. This end-to-end web-based solution will enhance collaboration among researchers at the national and international level for undertaking scientific studies, using the telescope systems of the GRACE project.

  5. Software Tools on the Peregrine System | High-Performance Computing | NREL

    Science.gov Websites

    Debugger or performance analysis Tool for understanding the behavior of MPI applications. Intel VTune environment for statistical computing and graphics. VirtualGL/TurboVNC Visualization and analytics Remote Tools on the Peregrine System Software Tools on the Peregrine System NREL has a variety of

  6. Correlation between Computer and Mathematical Literacy Levels of 6th Grade Students

    ERIC Educational Resources Information Center

    Ic, Unal; Tutak, Tayfun

    2018-01-01

    Literacy has been defined in the literature frequently. Each new interpretation leads to the idea that the definition can change based on the relevant environment, instruments used and/or the intended objective and there might be different types of literacy including computer literacy, media literacy and visual literacy (Reinking, McKenna, Labbo…

  7. VERS: a virtual environment for reconstructive surgery planning

    NASA Astrophysics Data System (ADS)

    Montgomery, Kevin N.

    1997-05-01

    The virtual environment for reconstructive surgery (VERS) project at the NASA Ames Biocomputation Center is applying virtual reality technology to aid surgeons in planning surgeries. We are working with a craniofacial surgeon at Stanford to assemble and visualize the bone structure of patients requiring reconstructive surgery either through developmental abnormalities or trauma. This project is an extension of our previous work in 3D reconstruction, mesh generation, and immersive visualization. The current VR system, consisting of an SGI Onyx RE2, FakeSpace BOOM and ImmersiveWorkbench, Virtual Technologies CyberGlove and Ascension Technologies tracker, is currently in development and has already been used to visualize defects preoperatively. In the near future it will be used to more fully plan the surgery and compute the projected result to soft tissue structure. This paper presents the work in progress and details the production of a high-performance, collaborative, and networked virtual environment.

  8. Students using visual thinking to learn science in a Web-based environment

    NASA Astrophysics Data System (ADS)

    Plough, Jean Margaret

    United States students' science test scores are low, especially in problem solving, and traditional science instruction could be improved. Consequently, visual thinking, constructing science structures, and problem solving in a web-based environment may be valuable strategies for improving science learning. This ethnographic study examined the science learning of fifteen fourth grade students in an after school computer club involving diverse students at an inner city school. The investigation was done from the perspective of the students, and it described the processes of visual thinking, web page construction, and problem solving in a web-based environment. The study utilized informal group interviews, field notes, Visual Learning Logs, and student web pages, and incorporated a Standards-Based Rubric which evaluated students' performance on eight science and technology standards. The Visual Learning Logs were drawings done on the computer to represent science concepts related to the Food Chain. Students used the internet to search for information on a plant or animal of their choice. Next, students used this internet information, with the information from their Visual Learning Logs, to make web pages on their plant or animal. Later, students linked their web pages to form Science Structures. Finally, students linked their Science Structures with the structures of other students, and used these linked structures as models for solving problems. Further, during informal group interviews, students answered questions about visual thinking, problem solving, and science concepts. The results of this study showed clearly that (1) making visual representations helped students understand science knowledge, (2) making links between web pages helped students construct Science Knowledge Structures, and (3) students themselves said that visual thinking helped them learn science. In addition, this study found that when using Visual Learning Logs, the main overall ideas of the science concepts were usually represented accurately. Further, looking for information on the internet may cause new problems in learning. Likewise, being absent, starting late, and/or dropping out all may negatively influence students' proficiency on the standards. Finally, the way Science Structures are constructed and linked may provide insights into the way individual students think and process information.

  9. Three-dimensional visualization and display technologies; Proceedings of the Meeting, Los Angeles, CA, Jan. 18-20, 1989

    NASA Technical Reports Server (NTRS)

    Robbins, Woodrow E. (Editor); Fisher, Scott S. (Editor)

    1989-01-01

    Special attention was given to problems of stereoscopic display devices, such as CAD for enhancement of the design process in visual arts, stereo-TV improvement of remote manipulator performance, a voice-controlled stereographic video camera system, and head-mounted displays and their low-cost design alternatives. Also discussed was a novel approach to chromostereoscopic microscopy, computer-generated barrier-strip autostereography and lenticular stereograms, and parallax barrier three-dimensional TV. Additional topics include processing and user interface isssues and visualization applications, including automated analysis and fliud flow topology, optical tomographic measusrements of mixing fluids, visualization of complex data, visualization environments, and visualization management systems.

  10. Using Open Source Software in Visual Simulation Development

    DTIC Science & Technology

    2005-09-01

    increased the use of the technology in training activities. Using open source/free software tools in the process can expand these possibilities...resulting in even greater cost reduction and allowing the flexibility needed in a training environment. This thesis presents a configuration and architecture...to be used when developing training visual simulations using both personal computers and open source tools. Aspects of the requirements needed in a

  11. NAVO MSRC Navigator. Fall 2001

    DTIC Science & Technology

    2001-01-01

    of the CAVE. A view from the VR Juggler simulator . The particles indicate snow (white) & ice (blue). Rainfall is shown on the terrain, and clouds as...the Cover: Virtual environment built by the NAVO MSRC Visualization Center for the Concurrent Computing Laboratory for Materials Simulation at...Louisiana State University. This application allows the researchers to visualize a million atom simulation of an indentor puncturing a block of gallium

  12. Numerosity as a topological invariant.

    PubMed

    Kluth, Tobias; Zetzsche, Christoph

    2016-01-01

    The ability to quickly recognize the number of objects in our environment is a fundamental cognitive function. However, it is far from clear which computations and which actual neural processing mechanisms are used to provide us with such a skill. Here we try to provide a detailed and comprehensive analysis of this issue, which comprises both the basic mathematical foundations and the peculiarities imposed by the structure of the visual system and by the neural computations provided by the visual cortex. We suggest that numerosity should be considered as a mathematical invariant. Making use of concepts from mathematical topology--like connectedness, Betti numbers, and the Gauss-Bonnet theorem--we derive the basic computations suited for the computation of this invariant. We show that the computation of numerosity is possible in a neurophysiologically plausible fashion using only computational elements which are known to exist in the visual cortex. We further show that a fundamental feature of numerosity perception, its Weber property, arises naturally, assuming noise in the basic neural operations. The model is tested on an extended data set (made publicly available). It is hoped that our results can provide a general framework for future research on the invariance properties of the numerosity system.

  13. Using Web-Based Tools for Teaching Embryology

    EPA Science Inventory

    Computers, imaging technologies, and the worldwide web have assumed an important role in augmenting traditional learning. Resources to disseminate multimedia information across platforms, and the emergence of communal knowledge environments, facilitate the visualization of diffi...

  14. 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.

  15. Increasing Students' Awareness of Their Behavior in Online Learning Environments with Visualizations and Achievement Badges

    ERIC Educational Resources Information Center

    Auvinen, Tapio; Hakulinen, Lasse; Malmi, Lauri

    2015-01-01

    In online learning environments where automatic assessment is used, students often resort to harmful study practices such as procrastination and trial-and-error. In this paper, we study two teaching interventions that were designed to address these issues in a university-level computer science course. In the first intervention, we used achievement…

  16. Designing a Structured and Interactive Learning Environment Based on GIS for Secondary Geography Education

    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…

  17. Virtual reality: a reality for future military pilotage?

    NASA Astrophysics Data System (ADS)

    McIntire, John P.; Martinsen, Gary L.; Marasco, Peter L.; Havig, Paul R.

    2009-05-01

    Virtual reality (VR) systems provide exciting new ways to interact with information and with the world. The visual VR environment can be synthetic (computer generated) or be an indirect view of the real world using sensors and displays. With the potential opportunities of a VR system, the question arises about what benefits or detriments a military pilot might incur by operating in such an environment. Immersive and compelling VR displays could be accomplished with an HMD (e.g., imagery on the visor), large area collimated displays, or by putting the imagery on an opaque canopy. But what issues arise when, instead of viewing the world directly, a pilot views a "virtual" image of the world? Is 20/20 visual acuity in a VR system good enough? To deliver this acuity over the entire visual field would require over 43 megapixels (MP) of display surface for an HMD or about 150 MP for an immersive CAVE system, either of which presents a serious challenge with current technology. Additionally, the same number of sensor pixels would be required to drive the displays to this resolution (and formidable network architectures required to relay this information), or massive computer clusters are necessary to create an entirely computer-generated virtual reality with this resolution. Can we presently implement such a system? What other visual requirements or engineering issues should be considered? With the evolving technology, there are many technological issues and human factors considerations that need to be addressed before a pilot is placed within a virtual cockpit.

  18. Perceptual geometry of space and form: visual perception of natural scenes and their virtual representation

    NASA Astrophysics Data System (ADS)

    Assadi, Amir H.

    2001-11-01

    Perceptual geometry is an emerging field of interdisciplinary research whose objectives focus on study of geometry from the perspective of visual perception, and in turn, apply such geometric findings to the ecological study of vision. Perceptual geometry attempts to answer fundamental questions in perception of form and representation of space through synthesis of cognitive and biological theories of visual perception with geometric theories of the physical world. Perception of form and space are among fundamental problems in vision science. In recent cognitive and computational models of human perception, natural scenes are used systematically as preferred visual stimuli. Among key problems in perception of form and space, we have examined perception of geometry of natural surfaces and curves, e.g. as in the observer's environment. Besides a systematic mathematical foundation for a remarkably general framework, the advantages of the Gestalt theory of natural surfaces include a concrete computational approach to simulate or recreate images whose geometric invariants and quantities might be perceived and estimated by an observer. The latter is at the very foundation of understanding the nature of perception of space and form, and the (computer graphics) problem of rendering scenes to visually invoke virtual presence.

  19. Reducing Time to Science: Unidata and JupyterHub Technology Using the Jetstream Cloud

    NASA Astrophysics Data System (ADS)

    Chastang, J.; Signell, R. P.; Fischer, J. L.

    2017-12-01

    Cloud computing can accelerate scientific workflows, discovery, and collaborations by reducing research and data friction. We describe the deployment of Unidata and JupyterHub technologies on the NSF-funded XSEDE Jetstream cloud. With the aid of virtual machines and Docker technology, we deploy a Unidata JupyterHub server co-located with a Local Data Manager (LDM), THREDDS data server (TDS), and RAMADDA geoscience content management system. We provide Jupyter Notebooks and the pre-built Python environments needed to run them. The notebooks can be used for instruction and as templates for scientific experimentation and discovery. We also supply a large quantity of NCEP forecast model results to allow data-proximate analysis and visualization. In addition, users can transfer data using Globus command line tools, and perform their own data-proximate analysis and visualization with Notebook technology. These data can be shared with others via a dedicated TDS server for scientific distribution and collaboration. There are many benefits of this approach. Not only is the cloud computing environment fast, reliable and scalable, but scientists can analyze, visualize, and share data using only their web browser. No local specialized desktop software or a fast internet connection is required. This environment will enable scientists to spend less time managing their software and more time doing science.

  20. Visualization and processing of computed solid-state NMR parameters: MagresView and MagresPython.

    PubMed

    Sturniolo, Simone; Green, Timothy F G; Hanson, Robert M; Zilka, Miri; Refson, Keith; Hodgkinson, Paul; Brown, Steven P; Yates, Jonathan R

    2016-09-01

    We introduce two open source tools to aid the processing and visualisation of ab-initio computed solid-state NMR parameters. The Magres file format for computed NMR parameters (as implemented in CASTEP v8.0 and QuantumEspresso v5.0.0) is implemented. MagresView is built upon the widely used Jmol crystal viewer, and provides an intuitive environment to display computed NMR parameters. It can provide simple pictorial representation of one- and two-dimensional NMR spectra as well as output a selected spin-system for exact simulations with dedicated spin-dynamics software. MagresPython provides a simple scripting environment to manipulate large numbers of computed NMR parameters to search for structural correlations. Copyright © 2016 The Authors. Published by Elsevier Inc. All rights reserved.

  1. A Visual Database System for Image Analysis on Parallel Computers and its Application to the EOS Amazon Project

    NASA Technical Reports Server (NTRS)

    Shapiro, Linda G.; Tanimoto, Steven L.; Ahrens, James P.

    1996-01-01

    The goal of this task was to create a design and prototype implementation of a database environment that is particular suited for handling the image, vision and scientific data associated with the NASA's EOC Amazon project. The focus was on a data model and query facilities that are designed to execute efficiently on parallel computers. A key feature of the environment is an interface which allows a scientist to specify high-level directives about how query execution should occur.

  2. Embedded Systems and TensorFlow Frameworks as Assistive Technology Solutions.

    PubMed

    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.

  3. Nonlinear circuits for naturalistic visual motion estimation

    PubMed Central

    Fitzgerald, James E; Clark, Damon A

    2015-01-01

    Many animals use visual signals to estimate motion. Canonical models suppose that animals estimate motion by cross-correlating pairs of spatiotemporally separated visual signals, but recent experiments indicate that humans and flies perceive motion from higher-order correlations that signify motion in natural environments. Here we show how biologically plausible processing motifs in neural circuits could be tuned to extract this information. We emphasize how known aspects of Drosophila's visual circuitry could embody this tuning and predict fly behavior. We find that segregating motion signals into ON/OFF channels can enhance estimation accuracy by accounting for natural light/dark asymmetries. Furthermore, a diversity of inputs to motion detecting neurons can provide access to more complex higher-order correlations. Collectively, these results illustrate how non-canonical computations improve motion estimation with naturalistic inputs. This argues that the complexity of the fly's motion computations, implemented in its elaborate circuits, represents a valuable feature of its visual motion estimator. DOI: http://dx.doi.org/10.7554/eLife.09123.001 PMID:26499494

  4. Educational Uses of Virtual Reality Technology.

    DTIC Science & Technology

    1998-01-01

    technology. It is affordable in that a basic level of technology can be achieved on most existing personal computers at either no cost or some minimal...actually present in a virtual environment is termed "presence" and is an artifact of being visually immersed in the computer -generated virtual world...Carolina University, VREL Teachers 1996 onward £ CO ■3 u VR in Education University of Illinois, National Center for Super- computing Applications

  5. Field: a new meta-authoring platform for data-intensive scientific visualization

    NASA Astrophysics Data System (ADS)

    Downie, M.; Ameres, E.; Fox, P. A.; Goebel, J.; Graves, A.; Hendler, J.

    2012-12-01

    This presentation will demonstrate a new platform for data-intensive scientific visualization, called Field, that rethinks the problem of visual data exploration. Several new opportunities for scientific visualization present themselves here at this moment in time. We believe that when taken together they may catalyze a transformation of the practice of science and to begin to seed a technical culture within science that fuses data analysis, programming and myriad visual strategies. It is at integrative levels that the principle challenges exist, for many fundamental technical components of our field are now well understood and widely available. File formats from CSV through HDF all have broad library support; low-level high-performance graphics APIs (OpenGL) are in a period of stable growth; and a dizzying ecosystem of analysis and machine learning libraries abound. The hardware of computer graphics offers unprecedented computing power within commodity components; programming languages and platforms are coalescing around a core set of umbrella runtimes. Each of these trends are each set to continue — computer graphics hardware is developing at a super-Moore-law rate, and trends in publication and dissemination point only towards an increasing amount of access to code and data. The critical opportunity here for scientific visualization is, we maintain, not a in developing a new statistical library, nor a new tool centered on a particular technique, but rather new visual, "live" programming environment that is promiscuous in its scope. We can identify the necessarily methodological practice and traditions required here not in science or engineering but in the "live-coding" practices prevalent in the fields of digital art and design. We can define this practice as an approach to programming that is live, iterative, integrative, speculative and exploratory. "Live" because it is exclusively practiced in real-time (often during performance); "iterative", because intermediate programs and this visual results are constantly being made and remade en route; "speculative", because these programs and images result out of mode of inquiry into image-making not unlike that of hypothesis formation and testing; "integrative" because this style draws deeply upon the libraries of algorithms and materials available online today; and "exploratory" because the results of these speculations are inherently open to the data and unforeseen out the outset. To this end our development environment — Field — comprises a minimal core and a powerful plug-in system that can be extended from within the environment itself. By providing a hybrid text editor that can incorporate text-based programming at the same time with graphical user-interface elements, its flexible and extensible interface provides space as necessary for notation, visualization, interface construction, and introspection. In addition, it provides an advanced GPU-accelerated graphics system ideal for large-scale data visualization. Since Field was created in the context of widely divergent interdisciplinary projects, its aim is to give its users not only the ability to work rapidly, but to shape their Field environment extensively and flexibly for their own demands.

  6. Development of High-speed Visualization System of Hypocenter Data Using CUDA-based GPU computing

    NASA Astrophysics Data System (ADS)

    Kumagai, T.; Okubo, K.; Uchida, N.; Matsuzawa, T.; Kawada, N.; Takeuchi, N.

    2014-12-01

    After the Great East Japan Earthquake on March 11, 2011, intelligent visualization of seismic information is becoming important to understand the earthquake phenomena. On the other hand, to date, the quantity of seismic data becomes enormous as a progress of high accuracy observation network; we need to treat many parameters (e.g., positional information, origin time, magnitude, etc.) to efficiently display the seismic information. Therefore, high-speed processing of data and image information is necessary to handle enormous amounts of seismic data. Recently, GPU (Graphic Processing Unit) is used as an acceleration tool for data processing and calculation in various study fields. This movement is called GPGPU (General Purpose computing on GPUs). In the last few years the performance of GPU keeps on improving rapidly. GPU computing gives us the high-performance computing environment at a lower cost than before. Moreover, use of GPU has an advantage of visualization of processed data, because GPU is originally architecture for graphics processing. In the GPU computing, the processed data is always stored in the video memory. Therefore, we can directly write drawing information to the VRAM on the video card by combining CUDA and the graphics API. In this study, we employ CUDA and OpenGL and/or DirectX to realize full-GPU implementation. This method makes it possible to write drawing information to the VRAM on the video card without PCIe bus data transfer: It enables the high-speed processing of seismic data. The present study examines the GPU computing-based high-speed visualization and the feasibility for high-speed visualization system of hypocenter data.

  7. 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.

  8. Virtual reality in anxiety disorders: the past and the future.

    PubMed

    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.

  9. NEW PROGRAMMING ENVIRONMENTS FOR UNCERTAINTY ANALYSIS

    EPA Science Inventory

    We live in a world of faster computers, better GUI's and visualization technology, increasing international cooperation made possible by new digital infrastructure, new agreements between US federal agencies (such as ISCMEM), new European Union programs (such as Harmoniqua), and ...

  10. Compression-based integral curve data reuse framework for flow visualization

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hong, Fan; Bi, Chongke; Guo, Hanqi

    Currently, by default, integral curves are repeatedly re-computed in different flow visualization applications, such as FTLE field computation, source-destination queries, etc., leading to unnecessary resource cost. We present a compression-based data reuse framework for integral curves, to greatly reduce their retrieval cost, especially in a resource-limited environment. In our design, a hierarchical and hybrid compression scheme is proposed to balance three objectives, including high compression ratio, controllable error, and low decompression cost. Specifically, we use and combine digitized curve sparse representation, floating-point data compression, and octree space partitioning to adaptively achieve the objectives. Results have shown that our data reusemore » framework could acquire tens of times acceleration in the resource-limited environment compared to on-the-fly particle tracing, and keep controllable information loss. Moreover, our method could provide fast integral curve retrieval for more complex data, such as unstructured mesh data.« less

  11. The Virtual Pelvic Floor, a tele-immersive educational environment.

    PubMed Central

    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

  12. Flowfield visualization for SSME hot gas manifold

    NASA Technical Reports Server (NTRS)

    Roger, Robert P.

    1988-01-01

    The objective of this research, as defined by NASA-Marshall Space Flight Center, was two-fold: (1) to numerically simulate viscous subsonic flow in a proposed elliptical two-duct version of the fuel side Hot Gas Manifold (HGM) for the Space Shuttle Main Engine (SSME), and (2) to provide analytical support for SSME related numerical computational experiments, being performed by the Computational Fluid Dynamics staff in the Aerophysics Division of the Structures and Dynamics Laboratory at NASA-MSFC. Numerical results of HGM were calculations to complement both water flow visualization experiments and air flow visualization experiments and air experiments in two-duct geometries performed at NASA-MSFC and Rocketdyne. In addition, code modification and improvement efforts were to strengthen the CFD capabilities of NASA-MSFC for producing reliable predictions of flow environments within the SSME.

  13. Correlation between observation task performance and visual acuity, contrast sensitivity and environmental light in a simulated maritime study.

    PubMed

    Koefoed, Vilhelm F; Assmuss, Jörg; Høvding, Gunnar

    2018-03-25

    To examine the relevance of visual acuity (VA) and index of contrast sensitivity (ICS) as predictors for visual observation task performance in a maritime environment. Sixty naval cadets were recruited to a study on observation tasks in a simulated maritime environment under three different light settings. Their ICS were computed based on contrast sensitivity (CS) data recorded by Optec 6500 and CSV-1000E CS tests. The correlation between object identification distance and VA/ICS was examined by stepwise linear regression. The object detection distance was significantly correlated to the level of environmental light (p < 0.001), but not to the VA or ICS recorded in the test subjects. Female cadets had a significantly shorter target identification range than the male cadets. Neither CS nor VA were found to be significantly correlated to observation task performance. This apparent absence of proven predictive value of visual parameters for observation tasks in a maritime environment may presumably be ascribed to the normal and uniform visual capacity in all our study subjects. © 2018 Acta Ophthalmologica Scandinavica Foundation. Published by John Wiley & Sons Ltd.

  14. An Examination of the Impact of Computer-Based Animations and Visualization Sequence on Student Understanding of Hadley Cells in Atmospheric Circulation

    ERIC Educational Resources Information Center

    Harris, Daniel Wyatt

    2012-01-01

    Research examining animation use for student learning has been conducted in the last two decades across a multitude of instructional environments and content areas. The extensive construction and implementation of animations in learning resulted from the availability of powerful computing systems and the perceived advantages the novel medium…

  15. Specialized Computer Systems for Environment Visualization

    NASA Astrophysics Data System (ADS)

    Al-Oraiqat, Anas M.; Bashkov, Evgeniy A.; Zori, Sergii A.

    2018-06-01

    The need for real time image generation of landscapes arises in various fields as part of tasks solved by virtual and augmented reality systems, as well as geographic information systems. Such systems provide opportunities for collecting, storing, analyzing and graphically visualizing geographic data. Algorithmic and hardware software tools for increasing the realism and efficiency of the environment visualization in 3D visualization systems are proposed. This paper discusses a modified path tracing algorithm with a two-level hierarchy of bounding volumes and finding intersections with Axis-Aligned Bounding Box. The proposed algorithm eliminates the branching and hence makes the algorithm more suitable to be implemented on the multi-threaded CPU and GPU. A modified ROAM algorithm is used to solve the qualitative visualization of reliefs' problems and landscapes. The algorithm is implemented on parallel systems—cluster and Compute Unified Device Architecture-networks. Results show that the implementation on MPI clusters is more efficient than Graphics Processing Unit/Graphics Processing Clusters and allows real-time synthesis. The organization and algorithms of the parallel GPU system for the 3D pseudo stereo image/video synthesis are proposed. With realizing possibility analysis on a parallel GPU-architecture of each stage, 3D pseudo stereo synthesis is performed. An experimental prototype of a specialized hardware-software system 3D pseudo stereo imaging and video was developed on the CPU/GPU. The experimental results show that the proposed adaptation of 3D pseudo stereo imaging to the architecture of GPU-systems is efficient. Also it accelerates the computational procedures of 3D pseudo-stereo synthesis for the anaglyph and anamorphic formats of the 3D stereo frame without performing optimization procedures. The acceleration is on average 11 and 54 times for test GPUs.

  16. Understanding Immersivity: Image Generation and Transformation Processes in 3D Immersive Environments

    PubMed Central

    Kozhevnikov, Maria; Dhond, Rupali P.

    2012-01-01

    Most research on three-dimensional (3D) visual-spatial processing has been conducted using traditional non-immersive 2D displays. Here we investigated how individuals generate and transform mental images within 3D immersive (3DI) virtual environments, in which the viewers perceive themselves as being surrounded by a 3D world. In Experiment 1, we compared participants’ performance on the Shepard and Metzler (1971) mental rotation (MR) task across the following three types of visual presentation environments; traditional 2D non-immersive (2DNI), 3D non-immersive (3DNI – anaglyphic glasses), and 3DI (head mounted display with position and head orientation tracking). In Experiment 2, we examined how the use of different backgrounds affected MR processes within the 3DI environment. In Experiment 3, we compared electroencephalogram data recorded while participants were mentally rotating visual-spatial images presented in 3DI vs. 2DNI environments. Overall, the findings of the three experiments suggest that visual-spatial processing is different in immersive and non-immersive environments, and that immersive environments may require different image encoding and transformation strategies than the two other non-immersive environments. Specifically, in a non-immersive environment, participants may utilize a scene-based frame of reference and allocentric encoding whereas immersive environments may encourage the use of a viewer-centered frame of reference and egocentric encoding. These findings also suggest that MR performed in laboratory conditions using a traditional 2D computer screen may not reflect spatial processing as it would occur in the real world. PMID:22908003

  17. Realistic tissue visualization using photoacoustic image

    NASA Astrophysics Data System (ADS)

    Cho, Seonghee; Managuli, Ravi; Jeon, Seungwan; Kim, Jeesu; Kim, Chulhong

    2018-02-01

    Visualization methods are very important in biomedical imaging. As a technology that understands life, biomedical imaging has the unique advantage of providing the most intuitive information in the image. This advantage of biomedical imaging can be greatly improved by choosing a special visualization method. This is more complicated in volumetric data. Volume data has the advantage of containing 3D spatial information. Unfortunately, the data itself cannot directly represent the potential value. Because images are always displayed in 2D space, visualization is the key and creates the real value of volume data. However, image processing of 3D data requires complicated algorithms for visualization and high computational burden. Therefore, specialized algorithms and computing optimization are important issues in volume data. Photoacoustic-imaging is a unique imaging modality that can visualize the optical properties of deep tissue. Because the color of the organism is mainly determined by its light absorbing component, photoacoustic data can provide color information of tissue, which is closer to real tissue color. In this research, we developed realistic tissue visualization using acoustic-resolution photoacoustic volume data. To achieve realistic visualization, we designed specialized color transfer function, which depends on the depth of the tissue from the skin. We used direct ray casting method and processed color during computing shader parameter. In the rendering results, we succeeded in obtaining similar texture results from photoacoustic data. The surface reflected rays were visualized in white, and the reflected color from the deep tissue was visualized red like skin tissue. We also implemented the CUDA algorithm in an OpenGL environment for real-time interactive imaging.

  18. Control of a visual keyboard using an electrocorticographic brain-computer interface.

    PubMed

    Krusienski, Dean J; Shih, Jerry J

    2011-05-01

    Brain-computer interfaces (BCIs) are devices that enable severely disabled people to communicate and interact with their environments using their brain waves. Most studies investigating BCI in humans have used scalp EEG as the source of electrical signals and focused on motor control of prostheses or computer cursors on a screen. The authors hypothesize that the use of brain signals obtained directly from the cortical surface will more effectively control a communication/spelling task compared to scalp EEG. A total of 6 patients with medically intractable epilepsy were tested for the ability to control a visual keyboard using electrocorticographic (ECOG) signals. ECOG data collected during a P300 visual task paradigm were preprocessed and used to train a linear classifier to subsequently predict the intended target letters. The classifier was able to predict the intended target character at or near 100% accuracy using fewer than 15 stimulation sequences in 5 of the 6 people tested. ECOG data from electrodes outside the language cortex contributed to the classifier and enabled participants to write words on a visual keyboard. This is a novel finding because previous invasive BCI research in humans used signals exclusively from the motor cortex to control a computer cursor or prosthetic device. These results demonstrate that ECOG signals from electrodes both overlying and outside the language cortex can reliably control a visual keyboard to generate language output without voice or limb movements.

  19. Rocinante, a virtual collaborative visualizer

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    McDonald, M.J.; Ice, L.G.

    1996-12-31

    With the goal of improving the ability of people around the world to share the development and use of intelligent systems, Sandia National Laboratories` Intelligent Systems and Robotics Center is developing new Virtual Collaborative Engineering (VCE) and Virtual Collaborative Control (VCC) technologies. A key area of VCE and VCC research is in shared visualization of virtual environments. This paper describes a Virtual Collaborative Visualizer (VCV), named Rocinante, that Sandia developed for VCE and VCC applications. Rocinante allows multiple participants to simultaneously view dynamic geometrically-defined environments. Each viewer can exclude extraneous detail or include additional information in the scene as desired.more » Shared information can be saved and later replayed in a stand-alone mode. Rocinante automatically scales visualization requirements with computer system capabilities. Models with 30,000 polygons and 4 Megabytes of texture display at 12 to 15 frames per second (fps) on an SGI Onyx and at 3 to 8 fps (without texture) on Indigo 2 Extreme computers. In its networked mode, Rocinante synchronizes its local geometric model with remote simulators and sensory systems by monitoring data transmitted through UDP packets. Rocinante`s scalability and performance make it an ideal VCC tool. Users throughout the country can monitor robot motions and the thinking behind their motion planners and simulators.« less

  20. 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.

  1. Post-processing methods of rendering and visualizing 3-D reconstructed tomographic images

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Wong, S.T.C.

    The purpose of this presentation is to discuss the computer processing techniques of tomographic images, after they have been generated by imaging scanners, for volume visualization. Volume visualization is concerned with the representation, manipulation, and rendering of volumetric data. Since the first digital images were produced from computed tomography (CT) scanners in the mid 1970s, applications of visualization in medicine have expanded dramatically. Today, three-dimensional (3D) medical visualization has expanded from using CT data, the first inherently digital source of 3D medical data, to using data from various medical imaging modalities, including magnetic resonance scanners, positron emission scanners, digital ultrasound,more » electronic and confocal microscopy, and other medical imaging modalities. We have advanced from rendering anatomy to aid diagnosis and visualize complex anatomic structures to planning and assisting surgery and radiation treatment. New, more accurate and cost-effective procedures for clinical services and biomedical research have become possible by integrating computer graphics technology with medical images. This trend is particularly noticeable in current market-driven health care environment. For example, interventional imaging, image-guided surgery, and stereotactic and visualization techniques are now stemming into surgical practice. In this presentation, we discuss only computer-display-based approaches of volumetric medical visualization. That is, we assume that the display device available is two-dimensional (2D) in nature and all analysis of multidimensional image data is to be carried out via the 2D screen of the device. There are technologies such as holography and virtual reality that do provide a {open_quotes}true 3D screen{close_quotes}. To confine the scope, this presentation will not discuss such approaches.« less

  2. 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

  3. Bringing Legacy Visualization Software to Modern Computing Devices via Application Streaming

    NASA Astrophysics Data System (ADS)

    Fisher, Ward

    2014-05-01

    Planning software compatibility across forthcoming generations of computing platforms is a problem commonly encountered in software engineering and development. While this problem can affect any class of software, data analysis and visualization programs are particularly vulnerable. This is due in part to their inherent dependency on specialized hardware and computing environments. A number of strategies and tools have been designed to aid software engineers with this task. While generally embraced by developers at 'traditional' software companies, these methodologies are often dismissed by the scientific software community as unwieldy, inefficient and unnecessary. As a result, many important and storied scientific software packages can struggle to adapt to a new computing environment; for example, one in which much work is carried out on sub-laptop devices (such as tablets and smartphones). Rewriting these packages for a new platform often requires significant investment in terms of development time and developer expertise. In many cases, porting older software to modern devices is neither practical nor possible. As a result, replacement software must be developed from scratch, wasting resources better spent on other projects. Enabled largely by the rapid rise and adoption of cloud computing platforms, 'Application Streaming' technologies allow legacy visualization and analysis software to be operated wholly from a client device (be it laptop, tablet or smartphone) while retaining full functionality and interactivity. It mitigates much of the developer effort required by other more traditional methods while simultaneously reducing the time it takes to bring the software to a new platform. This work will provide an overview of Application Streaming and how it compares against other technologies which allow scientific visualization software to be executed from a remote computer. We will discuss the functionality and limitations of existing application streaming frameworks and how a developer might prepare their software for application streaming. We will also examine the secondary benefits realized by moving legacy software to the cloud. Finally, we will examine the process by which a legacy Java application, the Integrated Data Viewer (IDV), is to be adapted for tablet computing via Application Streaming.

  4. Advanced Collaborative Environments Supporting Systems Integration and Design

    DTIC Science & Technology

    2003-03-01

    concurrently view a virtual system or product model while maintaining natural, human communication . These virtual systems operate within a computer-generated...These environments allow multiple individuals to concurrently view a virtual system or product model while simultaneously maintaining natural, human ... communication . As a result, TARDEC researchers and system developers are using this advanced high-end visualization technology to develop future

  5. A Neural Model of Visually Guided Steering, Obstacle Avoidance, and Route Selection

    ERIC Educational Resources Information Center

    Elder, David M.; Grossberg, Stephen; Mingolla, Ennio

    2009-01-01

    A neural model is developed to explain how humans can approach a goal object on foot while steering around obstacles to avoid collisions in a cluttered environment. The model uses optic flow from a 3-dimensional virtual reality environment to determine the position of objects on the basis of motion discontinuities and computes heading direction,…

  6. Knowledge base for v-Embryo: Information Infrastructure for in silico modeling

    EPA Science Inventory

    Computers, imaging technologies, and the worldwide web have assumed an important role in augmenting traditional learning. Resources to disseminate multimedia information across platforms, and the emergence of communal knowledge environments, facilitate the visualization of diffi...

  7. Hitchhiking Robots: A Collaborative Approach for Efficient Multi-Robot Navigation in Indoor Environments

    PubMed Central

    Ravankar, Abhijeet; Ravankar, Ankit A.; Kobayashi, Yukinori; Emaru, Takanori

    2017-01-01

    Hitchhiking is a means of transportation gained by asking other people for a (free) ride. We developed a multi-robot system which is the first of its kind to incorporate hitchhiking in robotics, and discuss its advantages. Our method allows the hitchhiker robot to skip redundant computations in navigation like path planning, localization, obstacle avoidance, and map update by completely relying on the driver robot. This allows the hitchhiker robot, which performs only visual servoing, to save computation while navigating on the common path with the driver robot. The driver robot, in the proposed system performs all the heavy computations in navigation and updates the hitchhiker about the current localized positions and new obstacle positions in the map. The proposed system is robust to recover from ‘driver-lost’ scenario which occurs due to visual servoing failure. We demonstrate robot hitchhiking in real environments considering factors like service-time and task priority with different start and goal configurations of the driver and hitchhiker robots. We also discuss the admissible characteristics of the hitchhiker, when hitchhiking should be allowed and when not, through experimental results. PMID:28809803

  8. Hitchhiking Robots: A Collaborative Approach for Efficient Multi-Robot Navigation in Indoor Environments.

    PubMed

    Ravankar, Abhijeet; Ravankar, Ankit A; Kobayashi, Yukinori; Emaru, Takanori

    2017-08-15

    Hitchhiking is a means of transportation gained by asking other people for a (free) ride. We developed a multi-robot system which is the first of its kind to incorporate hitchhiking in robotics, and discuss its advantages. Our method allows the hitchhiker robot to skip redundant computations in navigation like path planning, localization, obstacle avoidance, and map update by completely relying on the driver robot. This allows the hitchhiker robot, which performs only visual servoing, to save computation while navigating on the common path with the driver robot. The driver robot, in the proposed system performs all the heavy computations in navigation and updates the hitchhiker about the current localized positions and new obstacle positions in the map. The proposed system is robust to recover from `driver-lost' scenario which occurs due to visual servoing failure. We demonstrate robot hitchhiking in real environments considering factors like service-time and task priority with different start and goal configurations of the driver and hitchhiker robots. We also discuss the admissible characteristics of the hitchhiker, when hitchhiking should be allowed and when not, through experimental results.

  9. 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.

  10. Potential of Cognitive Computing and Cognitive Systems

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2015-01-01

    Cognitive computing and cognitive technologies are game changers for future engineering systems, as well as for engineering practice and training. They are major drivers for knowledge automation work, and the creation of cognitive products with higher levels of intelligence than current smart products. This paper gives a brief review of cognitive computing and some of the cognitive engineering systems activities. The potential of cognitive technologies is outlined, along with a brief description of future cognitive environments, incorporating cognitive assistants - specialized proactive intelligent software agents designed to follow and interact with humans and other cognitive assistants across the environments. The cognitive assistants engage, individually or collectively, with humans through a combination of adaptive multimodal interfaces, and advanced visualization and navigation techniques. The realization of future cognitive environments requires the development of a cognitive innovation ecosystem for the engineering workforce. The continuously expanding major components of the ecosystem include integrated knowledge discovery and exploitation facilities (incorporating predictive and prescriptive big data analytics); novel cognitive modeling and visual simulation facilities; cognitive multimodal interfaces; and cognitive mobile and wearable devices. The ecosystem will provide timely, engaging, personalized / collaborative, learning and effective decision making. It will stimulate creativity and innovation, and prepare the participants to work in future cognitive enterprises and develop new cognitive products of increasing complexity. http://www.aee.odu.edu/cognitivecomp

  11. Augmented Virtuality: A Real-time Process for Presenting Real-world Visual Sensory Information in an Immersive Virtual Environment for Planetary Exploration

    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.

  12. Research in computer science

    NASA Technical Reports Server (NTRS)

    Ortega, J. M.

    1985-01-01

    Synopses are given for NASA supported work in computer science at the University of Virginia. Some areas of research include: error seeding as a testing method; knowledge representation for engineering design; analysis of faults in a multi-version software experiment; implementation of a parallel programming environment; two computer graphics systems for visualization of pressure distribution and convective density particles; task decomposition for multiple robot arms; vectorized incomplete conjugate gradient; and iterative methods for solving linear equations on the Flex/32.

  13. Eye-tracking and EMG supported 3D Virtual Reality - an integrated tool for perceptual and motor development of children with severe physical disabilities: a research concept.

    PubMed

    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.

  14. NASA Exhibits

    NASA Technical Reports Server (NTRS)

    Deardorff, Glenn; Djomehri, M. Jahed; Freeman, Ken; Gambrel, Dave; Green, Bryan; Henze, Chris; Hinke, Thomas; Hood, Robert; Kiris, Cetin; Moran, Patrick; hide

    2001-01-01

    A series of NASA presentations for the Supercomputing 2001 conference are summarized. The topics include: (1) Mars Surveyor Landing Sites "Collaboratory"; (2) Parallel and Distributed CFD for Unsteady Flows with Moving Overset Grids; (3) IP Multicast for Seamless Support of Remote Science; (4) Consolidated Supercomputing Management Office; (5) Growler: A Component-Based Framework for Distributed/Collaborative Scientific Visualization and Computational Steering; (6) Data Mining on the Information Power Grid (IPG); (7) Debugging on the IPG; (8) Debakey Heart Assist Device: (9) Unsteady Turbopump for Reusable Launch Vehicle; (10) Exploratory Computing Environments Component Framework; (11) OVERSET Computational Fluid Dynamics Tools; (12) Control and Observation in Distributed Environments; (13) Multi-Level Parallelism Scaling on NASA's Origin 1024 CPU System; (14) Computing, Information, & Communications Technology; (15) NAS Grid Benchmarks; (16) IPG: A Large-Scale Distributed Computing and Data Management System; and (17) ILab: Parameter Study Creation and Submission on the IPG.

  15. Shewregdb: Database and visualization environment for experimental and predicted regulatory information in Shewanella oneidensis mr-1

    PubMed Central

    Syed, Mustafa H; Karpinets, Tatiana V; Leuze, Michael R; Kora, Guruprasad H; Romine, Margaret R; Uberbacher, Edward C

    2009-01-01

    Shewanella oneidensis MR-1 is an important model organism for environmental research as it has an exceptional metabolic and respiratory versatility regulated by a complex regulatory network. We have developed a database to collect experimental and computational data relating to regulation of gene and protein expression, and, a visualization environment that enables integration of these data types. The regulatory information in the database includes predictions of DNA regulator binding sites, sigma factor binding sites, transcription units, operons, promoters, and RNA regulators including non-coding RNAs, riboswitches, and different types of terminators. Availability http://shewanella-knowledgebase.org:8080/Shewanella/gbrowserLanding.jsp PMID:20198195

  16. Manifold compositions, music visualization, and scientific sonification in an immersive virtual-reality environment.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Kaper, H. G.

    1998-01-05

    An interdisciplinary project encompassing sound synthesis, music composition, sonification, and visualization of music is facilitated by the high-performance computing capabilities and the virtual-reality environments available at Argonne National Laboratory. The paper describes the main features of the project's centerpiece, DIASS (Digital Instrument for Additive Sound Synthesis); ''A.N.L.-folds'', an equivalence class of compositions produced with DIASS; and application of DIASS in two experiments in the sonification of complex scientific data. Some of the larger issues connected with this project, such as the changing ways in which both scientists and composers perform their tasks, are briefly discussed.

  17. GISpark: A Geospatial Distributed Computing Platform for Spatiotemporal Big Data

    NASA Astrophysics Data System (ADS)

    Wang, S.; Zhong, E.; Wang, E.; Zhong, Y.; Cai, W.; Li, S.; Gao, S.

    2016-12-01

    Geospatial data are growing exponentially because of the proliferation of cost effective and ubiquitous positioning technologies such as global remote-sensing satellites and location-based devices. Analyzing large amounts of geospatial data can provide great value for both industrial and scientific applications. Data- and compute- intensive characteristics inherent in geospatial big data increasingly pose great challenges to technologies of data storing, computing and analyzing. Such challenges require a scalable and efficient architecture that can store, query, analyze, and visualize large-scale spatiotemporal data. Therefore, we developed GISpark - a geospatial distributed computing platform for processing large-scale vector, raster and stream data. GISpark is constructed based on the latest virtualized computing infrastructures and distributed computing architecture. OpenStack and Docker are used to build multi-user hosting cloud computing infrastructure for GISpark. The virtual storage systems such as HDFS, Ceph, MongoDB are combined and adopted for spatiotemporal data storage management. Spark-based algorithm framework is developed for efficient parallel computing. Within this framework, SuperMap GIScript and various open-source GIS libraries can be integrated into GISpark. GISpark can also integrated with scientific computing environment (e.g., Anaconda), interactive computing web applications (e.g., Jupyter notebook), and machine learning tools (e.g., TensorFlow/Orange). The associated geospatial facilities of GISpark in conjunction with the scientific computing environment, exploratory spatial data analysis tools, temporal data management and analysis systems make up a powerful geospatial computing tool. GISpark not only provides spatiotemporal big data processing capacity in the geospatial field, but also provides spatiotemporal computational model and advanced geospatial visualization tools that deals with other domains related with spatial property. We tested the performance of the platform based on taxi trajectory analysis. Results suggested that GISpark achieves excellent run time performance in spatiotemporal big data applications.

  18. A Framework for the Design of Effective Graphics for Scientific Visualization

    NASA Technical Reports Server (NTRS)

    Miceli, Kristina D.

    1992-01-01

    This proposal presents a visualization framework, based on a data model, that supports the production of effective graphics for scientific visualization. Visual representations are effective only if they augment comprehension of the increasing amounts of data being generated by modern computer simulations. These representations are created by taking into account the goals and capabilities of the scientist, the type of data to be displayed, and software and hardware considerations. This framework is embodied in an assistant-based visualization system to guide the scientist in the visualization process. This will improve the quality of the visualizations and decrease the time the scientist is required to spend in generating the visualizations. I intend to prove that such a framework will create a more productive environment for tile analysis and interpretation of large, complex data sets.

  19. A Computational framework for telemedicine.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Foster, I.; von Laszewski, G.; Thiruvathukal, G. K.

    1998-07-01

    Emerging telemedicine applications require the ability to exploit diverse and geographically distributed resources. Highspeed networks are used to integrate advanced visualization devices, sophisticated instruments, large databases, archival storage devices, PCs, workstations, and supercomputers. This form of telemedical environment is similar to networked virtual supercomputers, also known as metacomputers. Metacomputers are already being used in many scientific application areas. In this article, we analyze requirements necessary for a telemedical computing infrastructure and compare them with requirements found in a typical metacomputing environment. We will show that metacomputing environments can be used to enable a more powerful and unified computational infrastructure formore » telemedicine. The Globus metacomputing toolkit can provide the necessary low level mechanisms to enable a large scale telemedical infrastructure. The Globus toolkit components are designed in a modular fashion and can be extended to support the specific requirements for telemedicine.« less

  20. Visualization techniques to aid in the analysis of multi-spectral astrophysical data sets

    NASA Technical Reports Server (NTRS)

    Brugel, Edward W.; Domik, Gitta O.; Ayres, Thomas R.

    1993-01-01

    The goal of this project was to support the scientific analysis of multi-spectral astrophysical data by means of scientific visualization. Scientific visualization offers its greatest value if it is not used as a method separate or alternative to other data analysis methods but rather in addition to these methods. Together with quantitative analysis of data, such as offered by statistical analysis, image or signal processing, visualization attempts to explore all information inherent in astrophysical data in the most effective way. Data visualization is one aspect of data analysis. Our taxonomy as developed in Section 2 includes identification and access to existing information, preprocessing and quantitative analysis of data, visual representation and the user interface as major components to the software environment of astrophysical data analysis. In pursuing our goal to provide methods and tools for scientific visualization of multi-spectral astrophysical data, we therefore looked at scientific data analysis as one whole process, adding visualization tools to an already existing environment and integrating the various components that define a scientific data analysis environment. As long as the software development process of each component is separate from all other components, users of data analysis software are constantly interrupted in their scientific work in order to convert from one data format to another, or to move from one storage medium to another, or to switch from one user interface to another. We also took an in-depth look at scientific visualization and its underlying concepts, current visualization systems, their contributions, and their shortcomings. The role of data visualization is to stimulate mental processes different from quantitative data analysis, such as the perception of spatial relationships or the discovery of patterns or anomalies while browsing through large data sets. Visualization often leads to an intuitive understanding of the meaning of data values and their relationships by sacrificing accuracy in interpreting the data values. In order to be accurate in the interpretation, data values need to be measured, computed on, and compared to theoretical or empirical models (quantitative analysis). If visualization software hampers quantitative analysis (which happens with some commercial visualization products), its use is greatly diminished for astrophysical data analysis. The software system STAR (Scientific Toolkit for Astrophysical Research) was developed as a prototype during the course of the project to better understand the pragmatic concerns raised in the project. STAR led to a better understanding on the importance of collaboration between astrophysicists and computer scientists.

  1. High-Performance 3D Articulated Robot Display

    NASA Technical Reports Server (NTRS)

    Powell, Mark W.; Torres, Recaredo J.; Mittman, David S.; Kurien, James A.; Abramyan, Lucy

    2011-01-01

    In the domain of telerobotic operations, the primary challenge facing the operator is to understand the state of the robotic platform. One key aspect of understanding the state is to visualize the physical location and configuration of the platform. As there is a wide variety of mobile robots, the requirements for visualizing their configurations vary diversely across different platforms. There can also be diversity in the mechanical mobility, such as wheeled, tracked, or legged mobility over surfaces. Adaptable 3D articulated robot visualization software can accommodate a wide variety of robotic platforms and environments. The visualization has been used for surface, aerial, space, and water robotic vehicle visualization during field testing. It has been used to enable operations of wheeled and legged surface vehicles, and can be readily adapted to facilitate other mechanical mobility solutions. The 3D visualization can render an articulated 3D model of a robotic platform for any environment. Given the model, the software receives real-time telemetry from the avionics system onboard the vehicle and animates the robot visualization to reflect the telemetered physical state. This is used to track the position and attitude in real time to monitor the progress of the vehicle as it traverses its environment. It is also used to monitor the state of any or all articulated elements of the vehicle, such as arms, legs, or control surfaces. The visualization can also render other sorts of telemetered states visually, such as stress or strains that are measured by the avionics. Such data can be used to color or annotate the virtual vehicle to indicate nominal or off-nominal states during operation. The visualization is also able to render the simulated environment where the vehicle is operating. For surface and aerial vehicles, it can render the terrain under the vehicle as the avionics sends it location information (GPS, odometry, or star tracking), and locate the vehicle over or on the terrain correctly. For long traverses over terrain, the visualization can stream in terrain piecewise in order to maintain the current area of interest for the operator without incurring unreasonable resource constraints on the computing platform. The visualization software is designed to run on laptops that can operate in field-testing environments without Internet access, which is a frequently encountered situation when testing in remote locations that simulate planetary environments such as Mars and other planetary bodies.

  2. An open architecture for hybrid force-visual servo control of robotic manipulators in unstructured environments

    NASA Astrophysics Data System (ADS)

    Hassanzadeh, Iraj; Janabi-Sharifi, Farrokh

    2005-12-01

    In this paper, a new open architecture for visual servo control tasks is illustrated. A Puma-560 robotic manipulator is used to prove the concept. This design enables doing hybrid forcehisual servo control in an unstructured environment in different modes. Also, it can be controlled through Internet in teleoperation mode using a haptic device. Our proposed structure includes two major parts, hardware and software. In terms of hardware, it consists of a master (host) computer, a slave (target) computer, a Puma 560 manipulator, a CCD camera, a force sensor and a haptic device. There are five DAQ cards, interfacing Puma 560 and a slave computer. An open architecture package is developed using Matlab (R), Simulink (R) and XPC target toolbox. This package has the Hardware-In-the-Loop (HIL) property, i.e., enables one to readily implement different configurations of force, visual or hybrid control in real time. The implementation includes the following stages. First of all, retrofitting of puma was carried out. Then a modular joint controller for Puma 560 was realized using Simulink (R). Force sensor driver and force control implementation were written, using sjknction blocks of Simulink (R). Visual images were captured through Image Acquisition Toolbox of Matlab (R), and processed using Image Processing Toolbox. A haptic device interface was also written in Simulink (R). Thus, this setup could be readily reconfigured and accommodate any other robotic manipulator and/or other sensors without the trouble of the external issues relevant to the control, interface and software, while providing flexibility in components modification.

  3. Audible vision for the blind and visually impaired in indoor open spaces.

    PubMed

    Yu, Xunyi; Ganz, Aura

    2012-01-01

    In this paper we introduce Audible Vision, a system that can help blind and visually impaired users navigate in large indoor open spaces. The system uses computer vision to estimate the location and orientation of the user, and enables the user to perceive his/her relative position to a landmark through 3D audio. Testing shows that Audible Vision can work reliably in real-life ever-changing environment crowded with people.

  4. The Role of Audio-Visual Feedback in a Thought-Based Control of a Humanoid Robot: A BCI Study in Healthy and Spinal Cord Injured People.

    PubMed

    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.

  5. Development of visual 3D virtual environment for control software

    NASA Technical Reports Server (NTRS)

    Hirose, Michitaka; Myoi, Takeshi; Amari, Haruo; Inamura, Kohei; Stark, Lawrence

    1991-01-01

    Virtual environments for software visualization may enable complex programs to be created and maintained. A typical application might be for control of regional electric power systems. As these encompass broader computer networks than ever, construction of such systems becomes very difficult. Conventional text-oriented environments are useful in programming individual processors. However, they are obviously insufficient to program a large and complicated system, that includes large numbers of computers connected to each other; such programming is called 'programming in the large.' As a solution for this problem, the authors are developing a graphic programming environment wherein one can visualize complicated software in virtual 3D world. One of the major features of the environment is the 3D representation of concurrent process. 3D representation is used to supply both network-wide interprocess programming capability (capability for 'programming in the large') and real-time programming capability. The authors' idea is to fuse both the block diagram (which is useful to check relationship among large number of processes or processors) and the time chart (which is useful to check precise timing for synchronization) into a single 3D space. The 3D representation gives us a capability for direct and intuitive planning or understanding of complicated relationship among many concurrent processes. To realize the 3D representation, a technology to enable easy handling of virtual 3D object is a definite necessity. Using a stereo display system and a gesture input device (VPL DataGlove), our prototype of the virtual workstation has been implemented. The workstation can supply the 'sensation' of the virtual 3D space to a programmer. Software for the 3D programming environment is implemented on the workstation. According to preliminary assessments, a 50 percent reduction of programming effort is achieved by using the virtual 3D environment. The authors expect that the 3D environment has considerable potential in the field of software engineering.

  6. Urban Typologies: Towards an ORNL Urban Information System (UrbIS)

    NASA Astrophysics Data System (ADS)

    KC, B.; King, A. W.; Sorokine, A.; Crow, M. C.; Devarakonda, R.; Hilbert, N. L.; Karthik, R.; Patlolla, D.; Surendran Nair, S.

    2016-12-01

    Urban environments differ in a large number of key attributes; these include infrastructure, morphology, demography, and economic and social variables, among others. These attributes determine many urban properties such as energy and water consumption, greenhouse gas emissions, air quality, public health, sustainability, and vulnerability and resilience to climate change. Characterization of urban environments by a single property such as population size does not sufficiently capture this complexity. In addressing this multivariate complexity one typically faces such problems as disparate and scattered data, challenges of big data management, spatial searching, insufficient computational capacity for data-driven analysis and modelling, and the lack of tools to quickly visualize the data and compare the analytical results across different cities and regions. We have begun the development of an Urban Information System (UrbIS) to address these issues, one that embraces the multivariate "big data" of urban areas and their environments across the United States utilizing the Big Data as a Service (BDaaS) concept. With technological roots in High-performance Computing (HPC), BDaaS is based on the idea of outsourcing computations to different computing paradigms, scalable to super-computers. UrbIS aims to incorporate federated metadata search, integrated modeling and analysis, and geovisualization into a single seamless workflow. The system includes web-based 2D/3D visualization with an iGlobe interface, fast cloud-based and server-side data processing and analysis, and a metadata search engine based on the Mercury data search system developed at Oak Ridge National Laboratory (ORNL). Results of analyses will be made available through web services. We are implementing UrbIS in ORNL's Compute and Data Environment for Science (CADES) and are leveraging ORNL experience in complex data and geospatial projects. The development of UrbIS is being guided by an investigation of urban heat islands (UHI) using high-dimensional clustering and statistics to define urban typologies (types of cities) in an investigation of how UHI vary with urban type across the United States.

  7. Venus Quadrangle Geological Mapping: Use of Geoscience Data Visualization Systems in Mapping and Training

    NASA Technical Reports Server (NTRS)

    Head, James W.; Huffman, J. N.; Forsberg, A. S.; Hurwitz, D. M.; Basilevsky, A. T.; Ivanov, M. A.; Dickson, J. L.; Kumar, P. Senthil

    2008-01-01

    We are currently investigating new technological developments in computer visualization and analysis in order to assess their importance and utility in planetary geological analysis and mapping [1,2]. Last year we reported on the range of technologies available and on our application of these to various problems in planetary mapping [3]. In this contribution we focus on the application of these techniques and tools to Venus geological mapping at the 1:5M quadrangle scale. In our current Venus mapping projects we have utilized and tested the various platforms to understand their capabilities and assess their usefulness in defining units, establishing stratigraphic relationships, mapping structures, reaching consensus on interpretations and producing map products. We are specifically assessing how computer visualization display qualities (e.g., level of immersion, stereoscopic vs. monoscopic viewing, field of view, large vs. small display size, etc.) influence performance on scientific analysis and geological mapping. We have been exploring four different environments: 1) conventional desktops (DT), 2) semi-immersive Fishtank VR (FT) (i.e., a conventional desktop with head-tracked stereo and 6DOF input), 3) tiled wall displays (TW), and 4) fully immersive virtual reality (IVR) (e.g., "Cave Automatic Virtual Environment," or Cave system). Formal studies demonstrate that fully immersive Cave environments are superior to desktop systems for many tasks [e.g., 4].

  8. Obstacle Detection in Indoor Environment for Visually Impaired Using Mobile Camera

    NASA Astrophysics Data System (ADS)

    Rahman, Samiur; Ullah, Sana; Ullah, Sehat

    2018-01-01

    Obstacle detection can improve the mobility as well as the safety of visually impaired people. In this paper, we present a system using mobile camera for visually impaired people. The proposed algorithm works in indoor environment and it uses a very simple technique of using few pre-stored floor images. In indoor environment all unique floor types are considered and a single image is stored for each unique floor type. These floor images are considered as reference images. The algorithm acquires an input image frame and then a region of interest is selected and is scanned for obstacle using pre-stored floor images. The algorithm compares the present frame and the next frame and compute mean square error of the two frames. If mean square error is less than a threshold value α then it means that there is no obstacle in the next frame. If mean square error is greater than α then there are two possibilities; either there is an obstacle or the floor type is changed. In order to check if the floor is changed, the algorithm computes mean square error of next frame and all stored floor types. If minimum of mean square error is less than a threshold value α then flour is changed otherwise there exist an obstacle. The proposed algorithm works in real-time and 96% accuracy has been achieved.

  9. Simulation and animation of sensor-driven robots.

    PubMed

    Chen, C; Trivedi, M M; Bidlack, C R

    1994-10-01

    Most simulation and animation systems utilized in robotics are concerned with simulation of the robot and its environment without simulation of sensors. These systems have difficulty in handling robots that utilize sensory feedback in their operation. In this paper, a new design of an environment for simulation, animation, and visualization of sensor-driven robots is presented. As sensor technology advances, increasing numbers of robots are equipped with various types of sophisticated sensors. The main goal of creating the visualization environment is to aid the automatic robot programming and off-line programming capabilities of sensor-driven robots. The software system will help the users visualize the motion and reaction of the sensor-driven robot under their control program. Therefore, the efficiency of the software development is increased, the reliability of the software and the operation safety of the robot are ensured, and the cost of new software development is reduced. Conventional computer-graphics-based robot simulation and animation software packages lack of capabilities for robot sensing simulation. This paper describes a system designed to overcome this deficiency.

  10. A novel scene management technology for complex virtual battlefield environment

    NASA Astrophysics Data System (ADS)

    Sheng, Changchong; Jiang, Libing; Tang, Bo; Tang, Xiaoan

    2018-04-01

    The efficient scene management of virtual environment is an important research content of computer real-time visualization, which has a decisive influence on the efficiency of drawing. However, Traditional scene management methods do not suitable for complex virtual battlefield environments, this paper combines the advantages of traditional scene graph technology and spatial data structure method, using the idea of management and rendering separation, a loose object-oriented scene graph structure is established to manage the entity model data in the scene, and the performance-based quad-tree structure is created for traversing and rendering. In addition, the collaborative update relationship between the above two structural trees is designed to achieve efficient scene management. Compared with the previous scene management method, this method is more efficient and meets the needs of real-time visualization.

  11. How dolphins see the world: a comparison with chimpanzees and humans.

    PubMed

    Tomonaga, Masaki; Uwano, Yuka; Saito, Toyoshi

    2014-01-16

    Bottlenose dolphins use auditory (or echoic) information to recognise their environments, and many studies have described their echolocation perception abilities. However, relatively few systematic studies have examined their visual perception. We tested dolphins on a visual-matching task using two-dimensional geometric forms including various features. Based on error patterns, we used multidimensional scaling to analyse perceptual similarities among stimuli. In addition to dolphins, we conducted comparable tests with terrestrial species: chimpanzees were tested on a computer-controlled matching task and humans were tested on a rating task. The overall perceptual similarities among stimuli in dolphins were similar to those in the two species of primates. These results clearly indicate that the visual world is perceived similarly by the three species of mammals, even though each has adapted to a different environment and has differing degrees of dependence on vision.

  12. Using parallel computing for the display and simulation of the space debris environment

    NASA Astrophysics Data System (ADS)

    Möckel, M.; Wiedemann, C.; Flegel, S.; Gelhaus, J.; Vörsmann, P.; Klinkrad, H.; Krag, H.

    2011-07-01

    Parallelism is becoming the leading paradigm in today's computer architectures. In order to take full advantage of this development, new algorithms have to be specifically designed for parallel execution while many old ones have to be upgraded accordingly. One field in which parallel computing has been firmly established for many years is computer graphics. Calculating and displaying three-dimensional computer generated imagery in real time requires complex numerical operations to be performed at high speed on a large number of objects. Since most of these objects can be processed independently, parallel computing is applicable in this field. Modern graphics processing units (GPUs) have become capable of performing millions of matrix and vector operations per second on multiple objects simultaneously. As a side project, a software tool is currently being developed at the Institute of Aerospace Systems that provides an animated, three-dimensional visualization of both actual and simulated space debris objects. Due to the nature of these objects it is possible to process them individually and independently from each other. Therefore, an analytical orbit propagation algorithm has been implemented to run on a GPU. By taking advantage of all its processing power a huge performance increase, compared to its CPU-based counterpart, could be achieved. For several years efforts have been made to harness this computing power for applications other than computer graphics. Software tools for the simulation of space debris are among those that could profit from embracing parallelism. With recently emerged software development tools such as OpenCL it is possible to transfer the new algorithms used in the visualization outside the field of computer graphics and implement them, for example, into the space debris simulation environment. This way they can make use of parallel hardware such as GPUs and Multi-Core-CPUs for faster computation. In this paper the visualization software will be introduced, including a comparison between the serial and the parallel method of orbit propagation. Ways of how to use the benefits of the latter method for space debris simulation will be discussed. An introduction to OpenCL will be given as well as an exemplary algorithm from the field of space debris simulation.

  13. Using parallel computing for the display and simulation of the space debris environment

    NASA Astrophysics Data System (ADS)

    Moeckel, Marek; Wiedemann, Carsten; Flegel, Sven Kevin; Gelhaus, Johannes; Klinkrad, Heiner; Krag, Holger; Voersmann, Peter

    Parallelism is becoming the leading paradigm in today's computer architectures. In order to take full advantage of this development, new algorithms have to be specifically designed for parallel execution while many old ones have to be upgraded accordingly. One field in which parallel computing has been firmly established for many years is computer graphics. Calculating and displaying three-dimensional computer generated imagery in real time requires complex numerical operations to be performed at high speed on a large number of objects. Since most of these objects can be processed independently, parallel computing is applicable in this field. Modern graphics processing units (GPUs) have become capable of performing millions of matrix and vector operations per second on multiple objects simultaneously. As a side project, a software tool is currently being developed at the Institute of Aerospace Systems that provides an animated, three-dimensional visualization of both actual and simulated space debris objects. Due to the nature of these objects it is possible to process them individually and independently from each other. Therefore, an analytical orbit propagation algorithm has been implemented to run on a GPU. By taking advantage of all its processing power a huge performance increase, compared to its CPU-based counterpart, could be achieved. For several years efforts have been made to harness this computing power for applications other than computer graphics. Software tools for the simulation of space debris are among those that could profit from embracing parallelism. With recently emerged software development tools such as OpenCL it is possible to transfer the new algorithms used in the visualization outside the field of computer graphics and implement them, for example, into the space debris simulation environment. This way they can make use of parallel hardware such as GPUs and Multi-Core-CPUs for faster computation. In this paper the visualization software will be introduced, including a comparison between the serial and the parallel method of orbit propagation. Ways of how to use the benefits of the latter method for space debris simulation will be discussed. An introduction of OpenCL will be given as well as an exemplary algorithm from the field of space debris simulation.

  14. Use of computational modeling combined with advanced visualization to develop strategies for the design of crop ideotypes to address food security

    DOE PAGES

    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

  15. Use of computational modeling combined with advanced visualization to develop strategies for the design of crop ideotypes to address food security

    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

  16. Use of computational modeling combined with advanced visualization to develop strategies for the design of crop ideotypes to address food security.

    PubMed

    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.

  17. Use of computational modeling combined with advanced visualization to develop strategies for the design of crop ideotypes to address food security

    PubMed Central

    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

  18. NETL - Supercomputing: NETL Simulation Based Engineering User Center (SBEUC)

    ScienceCinema

    None

    2018-02-07

    NETL's Simulation-Based Engineering User Center, or SBEUC, integrates one of the world's largest high-performance computers with an advanced visualization center. The SBEUC offers a collaborative environment among researchers at NETL sites and those working through the NETL-Regional University Alliance.

  19. NETL - Supercomputing: NETL Simulation Based Engineering User Center (SBEUC)

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    None

    2013-09-30

    NETL's Simulation-Based Engineering User Center, or SBEUC, integrates one of the world's largest high-performance computers with an advanced visualization center. The SBEUC offers a collaborative environment among researchers at NETL sites and those working through the NETL-Regional University Alliance.

  20. Web-based, GPU-accelerated, Monte Carlo simulation and visualization of indirect radiation imaging detector performance

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Dong, Han; Sharma, Diksha; Badano, Aldo, E-mail: aldo.badano@fda.hhs.gov

    2014-12-15

    Purpose: Monte Carlo simulations play a vital role in the understanding of the fundamental limitations, design, and optimization of existing and emerging medical imaging systems. Efforts in this area have resulted in the development of a wide variety of open-source software packages. One such package, hybridMANTIS, uses a novel hybrid concept to model indirect scintillator detectors by balancing the computational load using dual CPU and graphics processing unit (GPU) processors, obtaining computational efficiency with reasonable accuracy. In this work, the authors describe two open-source visualization interfaces, webMANTIS and visualMANTIS to facilitate the setup of computational experiments via hybridMANTIS. Methods: Themore » visualization tools visualMANTIS and webMANTIS enable the user to control simulation properties through a user interface. In the case of webMANTIS, control via a web browser allows access through mobile devices such as smartphones or tablets. webMANTIS acts as a server back-end and communicates with an NVIDIA GPU computing cluster that can support multiuser environments where users can execute different experiments in parallel. Results: The output consists of point response and pulse-height spectrum, and optical transport statistics generated by hybridMANTIS. The users can download the output images and statistics through a zip file for future reference. In addition, webMANTIS provides a visualization window that displays a few selected optical photon path as they get transported through the detector columns and allows the user to trace the history of the optical photons. Conclusions: The visualization tools visualMANTIS and webMANTIS provide features such as on the fly generation of pulse-height spectra and response functions for microcolumnar x-ray imagers while allowing users to save simulation parameters and results from prior experiments. The graphical interfaces simplify the simulation setup and allow the user to go directly from specifying input parameters to receiving visual feedback for the model predictions.« less

  1. Real-Time Cognitive Computing Architecture for Data Fusion in a Dynamic Environment

    NASA Technical Reports Server (NTRS)

    Duong, Tuan A.; Duong, Vu A.

    2012-01-01

    A novel cognitive computing architecture is conceptualized for processing multiple channels of multi-modal sensory data streams simultaneously, and fusing the information in real time to generate intelligent reaction sequences. This unique architecture is capable of assimilating parallel data streams that could be analog, digital, synchronous/asynchronous, and could be programmed to act as a knowledge synthesizer and/or an "intelligent perception" processor. In this architecture, the bio-inspired models of visual pathway and olfactory receptor processing are combined as processing components, to achieve the composite function of "searching for a source of food while avoiding the predator." The architecture is particularly suited for scene analysis from visual data and odorant.

  2. 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.

  3. Akuna: An Open Source User Environment for Managing Subsurface Simulation Workflows

    NASA Astrophysics Data System (ADS)

    Freedman, V. L.; Agarwal, D.; Bensema, K.; Finsterle, S.; Gable, C. W.; Keating, E. H.; Krishnan, H.; Lansing, C.; Moeglein, W.; Pau, G. S. H.; Porter, E.; Scheibe, T. D.

    2014-12-01

    The U.S. Department of Energy (DOE) is investing in development of a numerical modeling toolset called ASCEM (Advanced Simulation Capability for Environmental Management) to support modeling analyses at legacy waste sites. ASCEM is an open source and modular computing framework that incorporates new advances and tools for predicting contaminant fate and transport in natural and engineered systems. The ASCEM toolset includes both a Platform with Integrated Toolsets (called Akuna) and a High-Performance Computing multi-process simulator (called Amanzi). The focus of this presentation is on Akuna, an open-source user environment that manages subsurface simulation workflows and associated data and metadata. In this presentation, key elements of Akuna are demonstrated, which includes toolsets for model setup, database management, sensitivity analysis, parameter estimation, uncertainty quantification, and visualization of both model setup and simulation results. A key component of the workflow is in the automated job launching and monitoring capabilities, which allow a user to submit and monitor simulation runs on high-performance, parallel computers. Visualization of large outputs can also be performed without moving data back to local resources. These capabilities make high-performance computing accessible to the users who might not be familiar with batch queue systems and usage protocols on different supercomputers and clusters.

  4. 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.

  5. Mobile collaborative medical display system.

    PubMed

    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.

  6. Glyph-based generic network visualization

    NASA Astrophysics Data System (ADS)

    Erbacher, Robert F.

    2002-03-01

    Network managers and system administrators have an enormous task set before them in this day of growing network usage. This is particularly true of e-commerce companies and others dependent on a computer network for their livelihood. Network managers and system administrators must monitor activity for intrusions and misuse while at the same time monitoring performance of the network. In this paper, we describe our visualization techniques for assisting in the monitoring of networks for both of these tasks. The goal of these visualization techniques is to integrate the visual representation of both network performance/usage as well as data relevant to intrusion detection. The main difficulties arise from the difference in the intrinsic data and layout needs of each of these tasks. Glyph based techniques are additionally used to indicate the representative values of the necessary data parameters over time. Additionally, our techniques are geared towards providing an environment that can be used continuously for constant real-time monitoring of the network environment.

  7. Development of a Bayesian Estimator for Audio-Visual Integration: A Neurocomputational Study

    PubMed Central

    Ursino, Mauro; Crisafulli, Andrea; di Pellegrino, Giuseppe; Magosso, Elisa; Cuppini, Cristiano

    2017-01-01

    The brain integrates information from different sensory modalities to generate a coherent and accurate percept of external events. Several experimental studies suggest that this integration follows the principle of Bayesian estimate. However, the neural mechanisms responsible for this behavior, and its development in a multisensory environment, are still insufficiently understood. We recently presented a neural network model of audio-visual integration (Neural Computation, 2017) to investigate how a Bayesian estimator can spontaneously develop from the statistics of external stimuli. Model assumes the presence of two unimodal areas (auditory and visual) topologically organized. Neurons in each area receive an input from the external environment, computed as the inner product of the sensory-specific stimulus and the receptive field synapses, and a cross-modal input from neurons of the other modality. Based on sensory experience, synapses were trained via Hebbian potentiation and a decay term. Aim of this work is to improve the previous model, including a more realistic distribution of visual stimuli: visual stimuli have a higher spatial accuracy at the central azimuthal coordinate and a lower accuracy at the periphery. Moreover, their prior probability is higher at the center, and decreases toward the periphery. Simulations show that, after training, the receptive fields of visual and auditory neurons shrink to reproduce the accuracy of the input (both at the center and at the periphery in the visual case), thus realizing the likelihood estimate of unimodal spatial position. Moreover, the preferred positions of visual neurons contract toward the center, thus encoding the prior probability of the visual input. Finally, a prior probability of the co-occurrence of audio-visual stimuli is encoded in the cross-modal synapses. The model is able to simulate the main properties of a Bayesian estimator and to reproduce behavioral data in all conditions examined. In particular, in unisensory conditions the visual estimates exhibit a bias toward the fovea, which increases with the level of noise. In cross modal conditions, the SD of the estimates decreases when using congruent audio-visual stimuli, and a ventriloquism effect becomes evident in case of spatially disparate stimuli. Moreover, the ventriloquism decreases with the eccentricity. PMID:29046631

  8. Stereo depth and the control of locomotive heading

    NASA Astrophysics Data System (ADS)

    Rushton, Simon K.; Harris, Julie M.

    1998-04-01

    Does the addition of stereoscopic depth aid steering--the perceptual control of locomotor heading--around an environment? This is a critical question when designing a tele-operation or Virtual Environment system, with implications for computational resources and visual comfort. We examined the role of stereoscopic depth in the perceptual control of heading by employing an active steering task. Three conditions were tested: stereoscopic depth; incorrect stereoscopic depth and no stereoscopic depth. Results suggest that stereoscopic depth does not improve performance in a visual control task. A further set of experiments examined the importance of a ground plane. As a ground plane is a common feature of all natural environments and provides a pictorial depth cue, it has been suggested that the visual system may be especially attuned to exploit its presence. Thus it would be predicted that a ground plane would aid judgments of locomotor heading. Results suggest that the presence of rich motion information in the lower visual field produces significant performance advantages and that provision of such information may prove a better target for system resources than stereoscopic depth. These findings have practical consequences for a system designer and also challenge previous theoretical and psychophysical perceptual research.

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

    NASA Technical Reports Server (NTRS)

    Astheimer, Peter

    1993-01-01

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

  10. A heterogeneous computing environment for simulating astrophysical fluid flows

    NASA Technical Reports Server (NTRS)

    Cazes, J.

    1994-01-01

    In the Concurrent Computing Laboratory in the Department of Physics and Astronomy at Louisiana State University we have constructed a heterogeneous computing environment that permits us to routinely simulate complicated three-dimensional fluid flows and to readily visualize the results of each simulation via three-dimensional animation sequences. An 8192-node MasPar MP-1 computer with 0.5 GBytes of RAM provides 250 MFlops of execution speed for our fluid flow simulations. Utilizing the parallel virtual machine (PVM) language, at periodic intervals data is automatically transferred from the MP-1 to a cluster of workstations where individual three-dimensional images are rendered for inclusion in a single animation sequence. Work is underway to replace executions on the MP-1 with simulations performed on the 512-node CM-5 at NCSA and to simultaneously gain access to more potent volume rendering workstations.

  11. Investigating the effects of roadway design on driver behavior : applications for Minnesota highway design

    DOT National Transportation Integrated Search

    1999-02-01

    This report details a project to study the relationship between highway design and human behavior as influenced by roadside environments. The project was developed in two phases. In the visualization phase, computer simulation was used to model an ac...

  12. Development of a computer program data base of a navigation aid environment for simulated IFR flight and landing studies

    NASA Technical Reports Server (NTRS)

    Bergeron, H. P.; Haynie, A. T.; Mcdede, J. B.

    1980-01-01

    A general aviation single pilot instrument flight rule simulation capability was developed. Problems experienced by single pilots flying in IFR conditions were investigated. The simulation required a three dimensional spatial navaid environment of a flight navigational area. A computer simulation of all the navigational aids plus 12 selected airports located in the Washington/Norfolk area was developed. All programmed locations in the list were referenced to a Cartesian coordinate system with the origin located at a specified airport's reference point. All navigational aids with their associated frequencies, call letters, locations, and orientations plus runways and true headings are included in the data base. The simulation included a TV displayed out-the-window visual scene of country and suburban terrain and a scaled model runway complex. Any of the programmed runways, with all its associated navaids, can be referenced to a runway on the airport in this visual scene. This allows a simulation of a full mission scenario including breakout and landing.

  13. Distributed Observer Network

    NASA Technical Reports Server (NTRS)

    2008-01-01

    NASA s advanced visual simulations are essential for analyses associated with life cycle planning, design, training, testing, operations, and evaluation. Kennedy Space Center, in particular, uses simulations for ground services and space exploration planning in an effort to reduce risk and costs while improving safety and performance. However, it has been difficult to circulate and share the results of simulation tools among the field centers, and distance and travel expenses have made timely collaboration even harder. In response, NASA joined with Valador Inc. to develop the Distributed Observer Network (DON), a collaborative environment that leverages game technology to bring 3-D simulations to conventional desktop and laptop computers. DON enables teams of engineers working on design and operations to view and collaborate on 3-D representations of data generated by authoritative tools. DON takes models and telemetry from these sources and, using commercial game engine technology, displays the simulation results in a 3-D visual environment. Multiple widely dispersed users, working individually or in groups, can view and analyze simulation results on desktop and laptop computers in real time.

  14. Language-driven anticipatory eye movements in virtual reality.

    PubMed

    Eichert, Nicole; Peeters, David; Hagoort, Peter

    2018-06-01

    Predictive language processing is often studied by measuring eye movements as participants look at objects on a computer screen while they listen to spoken sentences. This variant of the visual-world paradigm has revealed that information encountered by a listener at a spoken verb can give rise to anticipatory eye movements to a target object, which is taken to indicate that people predict upcoming words. The ecological validity of such findings remains questionable, however, because these computer experiments used two-dimensional stimuli that were mere abstractions of real-world objects. Here we present a visual-world paradigm study in a three-dimensional (3-D) immersive virtual reality environment. Despite significant changes in the stimulus materials and the different mode of stimulus presentation, language-mediated anticipatory eye movements were still observed. These findings thus indicate that people do predict upcoming words during language comprehension in a more naturalistic setting where natural depth cues are preserved. Moreover, the results confirm the feasibility of using eyetracking in rich and multimodal 3-D virtual environments.

  15. An interactive environment for agile analysis and visualization of ChIP-sequencing data.

    PubMed

    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.

  16. Visualization techniques to aid in the analysis of multispectral astrophysical data sets

    NASA Technical Reports Server (NTRS)

    Brugel, E. W.; Domik, Gitta O.; Ayres, T. R.

    1993-01-01

    The goal of this project was to support the scientific analysis of multi-spectral astrophysical data by means of scientific visualization. Scientific visualization offers its greatest value if it is not used as a method separate or alternative to other data analysis methods but rather in addition to these methods. Together with quantitative analysis of data, such as offered by statistical analysis, image or signal processing, visualization attempts to explore all information inherent in astrophysical data in the most effective way. Data visualization is one aspect of data analysis. Our taxonomy as developed in Section 2 includes identification and access to existing information, preprocessing and quantitative analysis of data, visual representation and the user interface as major components to the software environment of astrophysical data analysis. In pursuing our goal to provide methods and tools for scientific visualization of multi-spectral astrophysical data, we therefore looked at scientific data analysis as one whole process, adding visualization tools to an already existing environment and integrating the various components that define a scientific data analysis environment. As long as the software development process of each component is separate from all other components, users of data analysis software are constantly interrupted in their scientific work in order to convert from one data format to another, or to move from one storage medium to another, or to switch from one user interface to another. We also took an in-depth look at scientific visualization and its underlying concepts, current visualization systems, their contributions and their shortcomings. The role of data visualization is to stimulate mental processes different from quantitative data analysis, such as the perception of spatial relationships or the discovery of patterns or anomalies while browsing through large data sets. Visualization often leads to an intuitive understanding of the meaning of data values and their relationships by sacrificing accuracy in interpreting the data values. In order to be accurate in the interpretation, data values need to be measured, computed on, and compared to theoretical or empirical models (quantitative analysis). If visualization software hampers quantitative analysis (which happens with some commercial visualization products), its use is greatly diminished for astrophysical data analysis. The software system STAR (Scientific Toolkit for Astrophysical Research) was developed as a prototype during the course of the project to better understand the pragmatic concerns raised in the project. STAR led to a better understanding on the importance of collaboration between astrophysicists and computer scientists. Twenty-one examples of the use of visualization for astrophysical data are included with this report. Sixteen publications related to efforts performed during or initiated through work on this project are listed at the end of this report.

  17. APEX_SCOPE: A graphical user interface for visualization of multi-modal data in inter-disciplinary studies.

    PubMed

    Kanbar, Lara J; Shalish, Wissam; Precup, Doina; Brown, Karen; Sant'Anna, Guilherme M; Kearney, Robert E

    2017-07-01

    In multi-disciplinary studies, different forms of data are often collected for analysis. For example, APEX, a study on the automated prediction of extubation readiness in extremely preterm infants, collects clinical parameters and cardiorespiratory signals. A variety of cardiorespiratory metrics are computed from these signals and used to assign a cardiorespiratory pattern at each time. In such a situation, exploratory analysis requires a visualization tool capable of displaying these different types of acquired and computed signals in an integrated environment. Thus, we developed APEX_SCOPE, a graphical tool for the visualization of multi-modal data comprising cardiorespiratory signals, automated cardiorespiratory metrics, automated respiratory patterns, manually classified respiratory patterns, and manual annotations by clinicians during data acquisition. This MATLAB-based application provides a means for collaborators to view combinations of signals to promote discussion, generate hypotheses and develop features.

  18. Visual analytics as a translational cognitive science.

    PubMed

    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.

  19. National Laboratory for Advanced Scientific Visualization at UNAM - Mexico

    NASA Astrophysics Data System (ADS)

    Manea, Marina; Constantin Manea, Vlad; Varela, Alfredo

    2016-04-01

    In 2015, the National Autonomous University of Mexico (UNAM) joined the family of Universities and Research Centers where advanced visualization and computing plays a key role to promote and advance missions in research, education, community outreach, as well as business-oriented consulting. This initiative provides access to a great variety of advanced hardware and software resources and offers a range of consulting services that spans a variety of areas related to scientific visualization, among which are: neuroanatomy, embryonic development, genome related studies, geosciences, geography, physics and mathematics related disciplines. The National Laboratory for Advanced Scientific Visualization delivers services through three main infrastructure environments: the 3D fully immersive display system Cave, the high resolution parallel visualization system Powerwall, the high resolution spherical displays Earth Simulator. The entire visualization infrastructure is interconnected to a high-performance-computing-cluster (HPCC) called ADA in honor to Ada Lovelace, considered to be the first computer programmer. The Cave is an extra large 3.6m wide room with projected images on the front, left and right, as well as floor walls. Specialized crystal eyes LCD-shutter glasses provide a strong stereo depth perception, and a variety of tracking devices allow software to track the position of a user's hand, head and wand. The Powerwall is designed to bring large amounts of complex data together through parallel computing for team interaction and collaboration. This system is composed by 24 (6x4) high-resolution ultra-thin (2 mm) bezel monitors connected to a high-performance GPU cluster. The Earth Simulator is a large (60") high-resolution spherical display used for global-scale data visualization like geophysical, meteorological, climate and ecology data. The HPCC-ADA, is a 1000+ computing core system, which offers parallel computing resources to applications that requires large quantity of memory as well as large and fast parallel storage systems. The entire system temperature is controlled by an energy and space efficient cooling solution, based on large rear door liquid cooled heat exchangers. This state-of-the-art infrastructure will boost research activities in the region, offer a powerful scientific tool for teaching at undergraduate and graduate levels, and enhance association and cooperation with business-oriented organizations.

  20. Mobile Virtual Reality : A Solution for Big Data Visualization

    NASA Astrophysics Data System (ADS)

    Marshall, E.; Seichter, N. D.; D'sa, A.; Werner, L. A.; Yuen, D. A.

    2015-12-01

    Pursuits in geological sciences and other branches of quantitative sciences often require data visualization frameworks that are in continual need of improvement and new ideas. Virtual reality is a medium of visualization that has large audiences originally designed for gaming purposes; Virtual reality can be captured in Cave-like environment but they are unwieldy and expensive to maintain. Recent efforts by major companies such as Facebook have focussed more on a large market , The Oculus is the first of such kind of mobile devices The operating system Unity makes it possible for us to convert the data files into a mesh of isosurfaces and be rendered into 3D. A user is immersed inside of the virtual reality and is able to move within and around the data using arrow keys and other steering devices, similar to those employed in XBox.. With introductions of products like the Oculus Rift and Holo Lens combined with ever increasing mobile computing strength, mobile virtual reality data visualization can be implemented for better analysis of 3D geological and mineralogical data sets. As more new products like the Surface Pro 4 and other high power yet very mobile computers are introduced to the market, the RAM and graphics card capacity necessary to run these models is more available, opening doors to this new reality. The computing requirements needed to run these models are a mere 8 GB of RAM and 2 GHz of CPU speed, which many mobile computers are starting to exceed. Using Unity 3D software to create a virtual environment containing a visual representation of the data, any data set converted into FBX or OBJ format which can be traversed by wearing the Oculus Rift device. This new method for analysis in conjunction with 3D scanning has potential applications in many fields, including the analysis of precious stones or jewelry. Using hologram technology to capture in high-resolution the 3D shape, color, and imperfections of minerals and stones, detailed review and analysis of the stone can be done remotely without ever seeing the real thing. This strategy can be game-changer for shoppers without having to go to the store.

  1. The role of graphics super-workstations in a supercomputing environment

    NASA Technical Reports Server (NTRS)

    Levin, E.

    1989-01-01

    A new class of very powerful workstations has recently become available which integrate near supercomputer computational performance with very powerful and high quality graphics capability. These graphics super-workstations are expected to play an increasingly important role in providing an enhanced environment for supercomputer users. Their potential uses include: off-loading the supercomputer (by serving as stand-alone processors, by post-processing of the output of supercomputer calculations, and by distributed or shared processing), scientific visualization (understanding of results, communication of results), and by real time interaction with the supercomputer (to steer an iterative computation, to abort a bad run, or to explore and develop new algorithms).

  2. High-throughput neuroimaging-genetics computational infrastructure

    PubMed Central

    Dinov, Ivo D.; Petrosyan, Petros; Liu, Zhizhong; Eggert, Paul; Hobel, Sam; Vespa, Paul; Woo Moon, Seok; Van Horn, John D.; Franco, Joseph; Toga, Arthur W.

    2014-01-01

    Many contemporary neuroscientific investigations face significant challenges in terms of data management, computational processing, data mining, and results interpretation. These four pillars define the core infrastructure necessary to plan, organize, orchestrate, validate, and disseminate novel scientific methods, computational resources, and translational healthcare findings. Data management includes protocols for data acquisition, archival, query, transfer, retrieval, and aggregation. Computational processing involves the necessary software, hardware, and networking infrastructure required to handle large amounts of heterogeneous neuroimaging, genetics, clinical, and phenotypic data and meta-data. Data mining refers to the process of automatically extracting data features, characteristics and associations, which are not readily visible by human exploration of the raw dataset. Result interpretation includes scientific visualization, community validation of findings and reproducible findings. In this manuscript we describe the novel high-throughput neuroimaging-genetics computational infrastructure available at the Institute for Neuroimaging and Informatics (INI) and the Laboratory of Neuro Imaging (LONI) at University of Southern California (USC). INI and LONI include ultra-high-field and standard-field MRI brain scanners along with an imaging-genetics database for storing the complete provenance of the raw and derived data and meta-data. In addition, the institute provides a large number of software tools for image and shape analysis, mathematical modeling, genomic sequence processing, and scientific visualization. A unique feature of this architecture is the Pipeline environment, which integrates the data management, processing, transfer, and visualization. Through its client-server architecture, the Pipeline environment provides a graphical user interface for designing, executing, monitoring validating, and disseminating of complex protocols that utilize diverse suites of software tools and web-services. These pipeline workflows are represented as portable XML objects which transfer the execution instructions and user specifications from the client user machine to remote pipeline servers for distributed computing. Using Alzheimer's and Parkinson's data, we provide several examples of translational applications using this infrastructure1. PMID:24795619

  3. Flow Visualization at Cryogenic Conditions Using a Modified Pressure Sensitive Paint Approach

    NASA Technical Reports Server (NTRS)

    Watkins, A. Neal; Goad, William K.; Obara, Clifford J.; Sprinkle, Danny R.; Campbell, Richard L.; Carter, Melissa B.; Pendergraft, Odis C., Jr.; Bell, James H.; Ingram, JoAnne L.; Oglesby, Donald M.

    2005-01-01

    A modification to the Pressure Sensitive Paint (PSP) method was used to visualize streamlines on a Blended Wing Body (BWB) model at full-scale flight Reynolds numbers. In order to achieve these conditions, the tests were carried out in the National Transonic Facility operating under cryogenic conditions in a nitrogen environment. Oxygen is required for conventional PSP measurements, and several tests have been successfully completed in nitrogen environments by injecting small amounts (typically < 3000 ppm) of oxygen into the flow. A similar technique was employed here, except that air was purged through pressure tap orifices already existent on the model surface, resulting in changes in the PSP wherever oxygen was present. The results agree quite well with predicted results obtained through computational fluid dynamics analysis (CFD), which show this to be a viable technique for visualizing flows without resorting to more invasive procedures such as oil flow or minitufts.

  4. Cooperative Monocular-Based SLAM for Multi-UAV Systems in GPS-Denied Environments †

    PubMed Central

    Guerra, Edmundo

    2018-01-01

    This work presents a cooperative monocular-based SLAM approach for multi-UAV systems that can operate in GPS-denied environments. The main contribution of the work is to show that, using visual information obtained from monocular cameras mounted onboard aerial vehicles flying in formation, the observability properties of the whole system are improved. This fact is especially notorious when compared with other related visual SLAM configurations. In order to improve the observability properties, some measurements of the relative distance between the UAVs are included in the system. These relative distances are also obtained from visual information. The proposed approach is theoretically validated by means of a nonlinear observability analysis. Furthermore, an extensive set of computer simulations is presented in order to validate the proposed approach. The numerical simulation results show that the proposed system is able to provide a good position and orientation estimation of the aerial vehicles flying in formation. PMID:29701722

  5. How dolphins see the world: A comparison with chimpanzees and humans

    PubMed Central

    Tomonaga, Masaki; Uwano, Yuka; Saito, Toyoshi

    2014-01-01

    Bottlenose dolphins use auditory (or echoic) information to recognise their environments, and many studies have described their echolocation perception abilities. However, relatively few systematic studies have examined their visual perception. We tested dolphins on a visual-matching task using two-dimensional geometric forms including various features. Based on error patterns, we used multidimensional scaling to analyse perceptual similarities among stimuli. In addition to dolphins, we conducted comparable tests with terrestrial species: chimpanzees were tested on a computer-controlled matching task and humans were tested on a rating task. The overall perceptual similarities among stimuli in dolphins were similar to those in the two species of primates. These results clearly indicate that the visual world is perceived similarly by the three species of mammals, even though each has adapted to a different environment and has differing degrees of dependence on vision. PMID:24435017

  6. Cooperative Monocular-Based SLAM for Multi-UAV Systems in GPS-Denied Environments.

    PubMed

    Trujillo, Juan-Carlos; Munguia, Rodrigo; Guerra, Edmundo; Grau, Antoni

    2018-04-26

    This work presents a cooperative monocular-based SLAM approach for multi-UAV systems that can operate in GPS-denied environments. The main contribution of the work is to show that, using visual information obtained from monocular cameras mounted onboard aerial vehicles flying in formation, the observability properties of the whole system are improved. This fact is especially notorious when compared with other related visual SLAM configurations. In order to improve the observability properties, some measurements of the relative distance between the UAVs are included in the system. These relative distances are also obtained from visual information. The proposed approach is theoretically validated by means of a nonlinear observability analysis. Furthermore, an extensive set of computer simulations is presented in order to validate the proposed approach. The numerical simulation results show that the proposed system is able to provide a good position and orientation estimation of the aerial vehicles flying in formation.

  7. A Visualization-Based Tutoring Tool for Engineering Education

    NASA Astrophysics Data System (ADS)

    Nguyen, Tang-Hung; Khoo, I.-Hung

    2010-06-01

    In engineering disciplines, students usually have hard time to visualize different aspects of engineering analysis and design, which inherently are too complex or abstract to fully understand without the aid of visual explanations or visualizations. As examples, when learning materials and sequences of construction process, students need to visualize how all components of a constructed facility are assembled? Such visualization can not be achieved in a textbook and a traditional lecturing environment. In this paper, the authors present the development of a computer tutoring software, in which different visualization tools including video clips, 3 dimensional models, drawings, pictures/photos together with complementary texts are used to assist students in deeply understanding and effectively mastering materials. The paper will also discuss the implementation and the effectiveness evaluation of the proposed tutoring software, which was used to teach a construction engineering management course offered at California State University, Long Beach.

  8. GCLAS: a graphical constituent loading analysis system

    USGS Publications Warehouse

    McKallip, T.E.; Koltun, G.F.; Gray, J.R.; Glysson, G.D.

    2001-01-01

    The U. S. Geological Survey has developed a program called GCLAS (Graphical Constituent Loading Analysis System) to aid in the computation of daily constituent loads transported in stream flow. Due to the relative paucity with which most water-quality data are collected, computation of daily constituent loads is moderately to highly dependent on human interpretation of the relation between stream hydraulics and constituent transport. GCLAS provides a visual environment for evaluating the relation between hydraulic and other covariate time series and the constituent chemograph. GCLAS replaces the computer program Sedcalc, which is the most recent USGS sanctioned tool for constructing sediment chemographs and computing suspended-sediment loads. Written in a portable language, GCLAS has an interactive graphical interface that permits easy entry of estimated values and provides new tools to aid in making those estimates. The use of a portable language for program development imparts a degree of computer platform independence that was difficult to obtain in the past, making implementation more straightforward within the USGS' s diverse computing environment. Some of the improvements introduced in GCLAS include (1) the ability to directly handle periods of zero or reverse flow, (2) the ability to analyze and apply coefficient adjustments to concentrations as a function of time, streamflow, or both, (3) the ability to compute discharges of constituents other than suspended sediment, (4) the ability to easily view data related to the chemograph at different levels of detail, and (5) the ability to readily display covariate time series data to provide enhanced visual cues for drawing the constituent chemograph.

  9. Testing and evaluation of a wearable augmented reality system for natural outdoor environments

    NASA Astrophysics Data System (ADS)

    Roberts, David; Menozzi, Alberico; Cook, James; Sherrill, Todd; Snarski, Stephen; Russler, Pat; Clipp, Brian; Karl, Robert; Wenger, Eric; Bennett, Matthew; Mauger, Jennifer; Church, William; Towles, Herman; MacCabe, Stephen; Webb, Jeffrey; Lupo, Jasper; Frahm, Jan-Michael; Dunn, Enrique; Leslie, Christopher; Welch, Greg

    2013-05-01

    This paper describes performance evaluation of a wearable augmented reality system for natural outdoor environments. Applied Research Associates (ARA), as prime integrator on the DARPA ULTRA-Vis (Urban Leader Tactical, Response, Awareness, and Visualization) program, is developing a soldier-worn system to provide intuitive `heads-up' visualization of tactically-relevant geo-registered icons. Our system combines a novel pose estimation capability, a helmet-mounted see-through display, and a wearable processing unit to accurately overlay geo-registered iconography (e.g., navigation waypoints, sensor points of interest, blue forces, aircraft) on the soldier's view of reality. We achieve accurate pose estimation through fusion of inertial, magnetic, GPS, terrain data, and computer-vision inputs. We leverage a helmet-mounted camera and custom computer vision algorithms to provide terrain-based measurements of absolute orientation (i.e., orientation of the helmet with respect to the earth). These orientation measurements, which leverage mountainous terrain horizon geometry and mission planning landmarks, enable our system to operate robustly in the presence of external and body-worn magnetic disturbances. Current field testing activities across a variety of mountainous environments indicate that we can achieve high icon geo-registration accuracy (<10mrad) using these vision-based methods.

  10. Web-based, GPU-accelerated, Monte Carlo simulation and visualization of indirect radiation imaging detector performance.

    PubMed

    Dong, Han; Sharma, Diksha; Badano, Aldo

    2014-12-01

    Monte Carlo simulations play a vital role in the understanding of the fundamental limitations, design, and optimization of existing and emerging medical imaging systems. Efforts in this area have resulted in the development of a wide variety of open-source software packages. One such package, hybridmantis, uses a novel hybrid concept to model indirect scintillator detectors by balancing the computational load using dual CPU and graphics processing unit (GPU) processors, obtaining computational efficiency with reasonable accuracy. In this work, the authors describe two open-source visualization interfaces, webmantis and visualmantis to facilitate the setup of computational experiments via hybridmantis. The visualization tools visualmantis and webmantis enable the user to control simulation properties through a user interface. In the case of webmantis, control via a web browser allows access through mobile devices such as smartphones or tablets. webmantis acts as a server back-end and communicates with an NVIDIA GPU computing cluster that can support multiuser environments where users can execute different experiments in parallel. The output consists of point response and pulse-height spectrum, and optical transport statistics generated by hybridmantis. The users can download the output images and statistics through a zip file for future reference. In addition, webmantis provides a visualization window that displays a few selected optical photon path as they get transported through the detector columns and allows the user to trace the history of the optical photons. The visualization tools visualmantis and webmantis provide features such as on the fly generation of pulse-height spectra and response functions for microcolumnar x-ray imagers while allowing users to save simulation parameters and results from prior experiments. The graphical interfaces simplify the simulation setup and allow the user to go directly from specifying input parameters to receiving visual feedback for the model predictions.

  11. Shade matching assisted by digital photography and computer software.

    PubMed

    Schropp, Lars

    2009-04-01

    To evaluate the efficacy of digital photographs and graphic computer software for color matching compared to conventional visual matching. The shade of a tab from a shade guide (Vita 3D-Master Guide) placed in a phantom head was matched to a second guide of the same type by nine observers. This was done for twelve selected shade tabs (tests). The shade-matching procedure was performed visually in a simulated clinic environment and with digital photographs, and the time spent for both procedures was recorded. An alternative arrangement of the shade tabs was used in the digital photographs. In addition, a graphic software program was used for color analysis. Hue, chroma, and lightness values of the test tab and all tabs of the second guide were derived from the digital photographs. According to the CIE L*C*h* color system, the color differences between the test tab and tabs of the second guide were calculated. The shade guide tab that deviated least from the test tab was determined to be the match. Shade matching performance by means of graphic software was compared with the two visual methods and tested by Chi-square tests (alpha= 0.05). Eight of twelve test tabs (67%) were matched correctly by the computer software method. This was significantly better (p < 0.02) than the performance of the visual shade matching methods conducted in the simulated clinic (32% correct match) and with photographs (28% correct match). No correlation between time consumption for the visual shade matching methods and frequency of correct match was observed. Shade matching assisted by digital photographs and computer software was significantly more reliable than by conventional visual methods.

  12. Indoor space 3D visual reconstruction using mobile cart with laser scanner and cameras

    NASA Astrophysics Data System (ADS)

    Gashongore, Prince Dukundane; Kawasue, Kikuhito; Yoshida, Kumiko; Aoki, Ryota

    2017-02-01

    Indoor space 3D visual reconstruction has many applications and, once done accurately, it enables people to conduct different indoor activities in an efficient manner. For example, an effective and efficient emergency rescue response can be accomplished in a fire disaster situation by using 3D visual information of a destroyed building. Therefore, an accurate Indoor Space 3D visual reconstruction system which can be operated in any given environment without GPS has been developed using a Human-Operated mobile cart equipped with a laser scanner, CCD camera, omnidirectional camera and a computer. By using the system, accurate indoor 3D Visual Data is reconstructed automatically. The obtained 3D data can be used for rescue operations, guiding blind or partially sighted persons and so forth.

  13. Design and implementation of space physics multi-model application integration based on web

    NASA Astrophysics Data System (ADS)

    Jiang, Wenping; Zou, Ziming

    With the development of research on space environment and space science, how to develop network online computing environment of space weather, space environment and space physics models for Chinese scientific community is becoming more and more important in recent years. Currently, There are two software modes on space physics multi-model application integrated system (SPMAIS) such as C/S and B/S. the C/S mode which is traditional and stand-alone, demands a team or workshop from many disciplines and specialties to build their own multi-model application integrated system, that requires the client must be deployed in different physical regions when user visits the integrated system. Thus, this requirement brings two shortcomings: reducing the efficiency of researchers who use the models to compute; inconvenience of accessing the data. Therefore, it is necessary to create a shared network resource access environment which could help users to visit the computing resources of space physics models through the terminal quickly for conducting space science research and forecasting spatial environment. The SPMAIS develops high-performance, first-principles in B/S mode based on computational models of the space environment and uses these models to predict "Space Weather", to understand space mission data and to further our understanding of the solar system. the main goal of space physics multi-model application integration system (SPMAIS) is to provide an easily and convenient user-driven online models operating environment. up to now, the SPMAIS have contained dozens of space environment models , including international AP8/AE8 IGRF T96 models and solar proton prediction model geomagnetic transmission model etc. which are developed by Chinese scientists. another function of SPMAIS is to integrate space observation data sets which offers input data for models online high-speed computing. In this paper, service-oriented architecture (SOA) concept that divides system into independent modules according to different business needs is applied to solve the problem of the independence of the physical space between multiple models. The classic MVC(Model View Controller) software design pattern is concerned to build the architecture of space physics multi-model application integrated system. The JSP+servlet+javabean technology is used to integrate the web application programs of space physics multi-model. It solves the problem of multi-user requesting the same job of model computing and effectively balances each server computing tasks. In addition, we also complete follow tasks: establishing standard graphical user interface based on Java Applet application program; Designing the interface between model computing and model computing results visualization; Realizing three-dimensional network visualization without plug-ins; Using Java3D technology to achieve a three-dimensional network scene interaction; Improved ability to interact with web pages and dynamic execution capabilities, including rendering three-dimensional graphics, fonts and color control. Through the design and implementation of the SPMAIS based on Web, we provide an online computing and application runtime environment of space physics multi-model. The practical application improves that researchers could be benefit from our system in space physics research and engineering applications.

  14. Examining sensory ability, feature matching and assessment-based adaptation for a brain-computer interface using the steady-state visually evoked potential.

    PubMed

    Brumberg, Jonathan S; Nguyen, Anh; Pitt, Kevin M; Lorenz, Sean D

    2018-01-31

    We investigated how overt visual attention and oculomotor control influence successful use of a visual feedback brain-computer interface (BCI) for accessing augmentative and alternative communication (AAC) devices in a heterogeneous population of individuals with profound neuromotor impairments. BCIs are often tested within a single patient population limiting generalization of results. This study focuses on examining individual sensory abilities with an eye toward possible interface adaptations to improve device performance. Five individuals with a range of neuromotor disorders participated in four-choice BCI control task involving the steady state visually evoked potential. The BCI graphical interface was designed to simulate a commercial AAC device to examine whether an integrated device could be used successfully by individuals with neuromotor impairment. All participants were able to interact with the BCI and highest performance was found for participants able to employ an overt visual attention strategy. For participants with visual deficits to due to impaired oculomotor control, effective performance increased after accounting for mismatches between the graphical layout and participant visual capabilities. As BCIs are translated from research environments to clinical applications, the assessment of BCI-related skills will help facilitate proper device selection and provide individuals who use BCI the greatest likelihood of immediate and long term communicative success. Overall, our results indicate that adaptations can be an effective strategy to reduce barriers and increase access to BCI technology. These efforts should be directed by comprehensive assessments for matching individuals to the most appropriate device to support their complex communication needs. Implications for Rehabilitation Brain computer interfaces using the steady state visually evoked potential can be integrated with an augmentative and alternative communication device to provide access to language and literacy for individuals with neuromotor impairment. Comprehensive assessments are needed to fully understand the sensory, motor, and cognitive abilities of individuals who may use brain-computer interfaces for proper feature matching as selection of the most appropriate device including optimization device layouts and control paradigms. Oculomotor impairments negatively impact brain-computer interfaces that use the steady state visually evoked potential, but modifications to place interface stimuli and communication items in the intact visual field can improve successful outcomes.

  15. Modeling the Space Debris Environment with MASTER-2009 and ORDEM2010

    NASA Technical Reports Server (NTRS)

    Flegel, S.; Gelhaus, J.; Wiedemann, C.; Mockel, M.; Vorsmann, P.; Krisko, P.; Xu, Y. -L.; Horstman, M. F.; Opiela, J. N.; Matney, M.; hide

    2010-01-01

    Spacecraft analysis using ORDEM2010 uses a high-fidelity population model to compute risk to on-orbit assets. The ORDEM2010 GUI allows visualization of spacecraft flux in 2-D and 1-D. The population was produced using a Bayesian statistical approach with measured and modeled environment data. Validation of sizes < 1mm were performed using Shuttle window and radiator impact measurements. Validation of sizes > 1mm is on-going.

  16. Implementing virtual reality interfaces for the geosciences

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bethel, W.; Jacobsen, J.; Austin, A.

    1996-06-01

    For the past few years, a multidisciplinary team of computer and earth scientists at Lawrence Berkeley National Laboratory has been exploring the use of advanced user interfaces, commonly called {open_quotes}Virtual Reality{close_quotes} (VR), coupled with visualization and scientific computing software. Working closely with industry, these efforts have resulted in an environment in which VR technology is coupled with existing visualization and computational tools. VR technology may be thought of as a user interface. It is useful to think of a spectrum, ranging the gamut from command-line interfaces to completely immersive environments. In the former, one uses the keyboard to enter threemore » or six-dimensional parameters. In the latter, three or six-dimensional information is provided by trackers contained either in hand-held devices or attached to the user in some fashion, e.g. attached to a head-mounted display. Rich, extensible and often complex languages are a vehicle whereby the user controls parameters to manipulate object position and location in a virtual world, but the keyboard is the obstacle in that typing is cumbersome, error-prone and typically slow. In the latter, the user can interact with these parameters by means of motor skills which are highly developed. Two specific geoscience application areas will be highlighted. In the first, we have used VR technology to manipulate three-dimensional input parameters, such as the spatial location of injection or production wells in a reservoir simulator. In the second, we demonstrate how VR technology has been used to manipulate visualization tools, such as a tool for computing streamlines via manipulation of a {open_quotes}rake.{close_quotes} The rake is presented to the user in the form of a {open_quotes}virtual well{close_quotes} icon, and provides parameters used by the streamlines algorithm.« less

  17. An automated miniaturized Haploscope for testing binocular visual function

    NASA Technical Reports Server (NTRS)

    Decker, T. A.; Williams, R. E.; Kuether, C. L.; Wyman-Cornsweet, D.

    1976-01-01

    A computer-controlled binocular vision testing device has been developed as one part of a system designed for NASA to test the vision of astronauts during spaceflight. The device, called the Mark III Haploscope, utilizes semi-automated psychophysical test procedures to measure visual acuity, stereopsis, phorias, fixation disparity and accommodation/convergence relationships. All tests are self-administered, yield quantitative data and may be used repeatedly without subject memorization. Future applications of this programmable, compact device include its use as a clinical instrument to perform routine eye examinations or vision screening, and as a research tool to examine the effects of environment or work-cycle upon visual function.

  18. AWE: Aviation Weather Data Visualization

    NASA Technical Reports Server (NTRS)

    Spirkovska, Lilly; Lodha, Suresh K.

    2001-01-01

    The two official sources for aviation weather reports both require the pilot to mentally visualize the provided information. In contrast, our system, Aviation Weather Environment (AWE) presents aviation specific weather available to pilots in an easy to visualize form. We start with a computer-generated textual briefing for a specific area. We map this briefing onto a grid specific to the pilot's route that includes only information relevant to his flight route that includes only information relevant to his flight as defined by route, altitude, true airspeed, and proposed departure time. By modifying various parameters, the pilot can use AWE as a planning tool as well as a weather briefing tool.

  19. Technology transfer of operator-in-the-loop simulation

    NASA Technical Reports Server (NTRS)

    Yae, K. H.; Lin, H. C.; Lin, T. C.; Frisch, H. P.

    1994-01-01

    The technology developed for operator-in-the-loop simulation in space teleoperation has been applied to Caterpillar's backhoe, wheel loader, and off-highway truck. On an SGI workstation, the simulation integrates computer modeling of kinematics and dynamics, real-time computational and visualization, and an interface with the operator through the operator's console. The console is interfaced with the workstation through an IBM-PC in which the operator's commands were digitized and sent through an RS-232 serial port. The simulation gave visual feedback adequate for the operator in the loop, with the camera's field of vision projected on a large screen in multiple view windows. The view control can emulate either stationary or moving cameras. This simulator created an innovative engineering design environment by integrating computer software and hardware with the human operator's interactions. The backhoe simulation has been adopted by Caterpillar in building a virtual reality tool for backhoe design.

  20. Occupational risk identification using hand-held or laptop computers.

    PubMed

    Naumanen, Paula; Savolainen, Heikki; Liesivuori, Jyrki

    2008-01-01

    This paper describes the Work Environment Profile (WEP) program and its use in risk identification by computer. It is installed into a hand-held computer or a laptop to be used in risk identification during work site visits. A 5-category system is used to describe the identified risks in 7 groups, i.e., accidents, biological and physical hazards, ergonomic and psychosocial load, chemicals, and information technology hazards. Each group contains several qualifying factors. These 5 categories are colour-coded at this stage to aid with visualization. Risk identification produces visual summary images the interpretation of which is facilitated by colours. The WEP program is a tool for risk assessment which is easy to learn and to use both by experts and nonprofessionals. It is especially well adapted to be used both in small and in larger enterprises. Considerable time is saved as no paper notes are needed.

  1. Simulation and animation of sensor-driven robots

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Chen, C.; Trivedi, M.M.; Bidlack, C.R.

    1994-10-01

    Most simulation and animation systems utilized in robotics are concerned with simulation of the robot and its environment without simulation of sensors. These systems have difficulty in handling robots that utilize sensory feedback in their operation. In this paper, a new design of an environment for simulation, animation, and visualization of sensor-driven robots is presented. As sensor technology advances, increasing numbers of robots are equipped with various types of sophisticated sensors. The main goal of creating the visualization environment is to aide the automatic robot programming and off-line programming capabilities of sensor-driven robots. The software system will help the usersmore » visualize the motion and reaction of the sensor-driven robot under their control program. Therefore, the efficiency of the software development is increased, the reliability of the software and the operation safety of the robot are ensured, and the cost of new software development is reduced. Conventional computer-graphics-based robot simulation and animation software packages lack of capabilities for robot sensing simulation. This paper describes a system designed to overcome this deficiency.« less

  2. 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.

  3. The Fine Art of Teaching Functions

    ERIC Educational Resources Information Center

    Davis, Anna A.; Joswick, Candace

    2018-01-01

    The correct use of visual perspective is one of the main reasons that virtual reality environments and realistic works of art look lifelike. Geometric construction techniques used by artists to achieve an accurate perspective effect were developed during the Renaissance. With the rise of computer graphics, translating the geometric ideas of 600…

  4. Oral Conversations Online: Redefining Oral Competence in Synchronous Environments

    ERIC Educational Resources Information Center

    Lamy, Marie-Noelle

    2004-01-01

    In this article the focus is on methodology for analysing learner-learner oral conversations mediated by computers. With the increasing availability of synchronous voice-based groupware and the additional facilities offered by audio-graphic tools, language learners have opportunities for collaborating on oral tasks, supported by visual and textual…

  5. The Graphical User Interface Crisis: Danger and Opportunity.

    ERIC Educational Resources Information Center

    Boyd, Lawrence H.; And Others

    This paper examines graphic computing environments, identifies potential problems in providing access to blind people, and describes programs and strategies being developed to provide this access. The paper begins with an explanation of how graphic user interfaces differ from character-based systems in their use of pixels, visual metaphors such as…

  6. IMPLEMENTATION OF A CAPE-OPEN COMPLIANT PROCESS SIMULATOR USING MICROSOFT'S VISUAL STUDIO.NET AND THE .NET FRAMEWORK

    EPA Science Inventory

    The United States Environmental Protection Agency is developing a Computer
    Aided Process Engineering (CAPE) software tool for the metal finishing
    industry that helps users design efficient metal finishing processes that
    are less polluting to the environment. Metal finish...

  7. 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).…

  8. Architecture of a spatial data service system for statistical analysis and visualization of regional climate changes

    NASA Astrophysics Data System (ADS)

    Titov, A. G.; Okladnikov, I. G.; Gordov, E. P.

    2017-11-01

    The use of large geospatial datasets in climate change studies requires the development of a set of Spatial Data Infrastructure (SDI) elements, including geoprocessing and cartographical visualization web services. This paper presents the architecture of a geospatial OGC web service system as an integral part of a virtual research environment (VRE) general architecture for statistical processing and visualization of meteorological and climatic data. The architecture is a set of interconnected standalone SDI nodes with corresponding data storage systems. Each node runs a specialized software, such as a geoportal, cartographical web services (WMS/WFS), a metadata catalog, and a MySQL database of technical metadata describing geospatial datasets available for the node. It also contains geospatial data processing services (WPS) based on a modular computing backend realizing statistical processing functionality and, thus, providing analysis of large datasets with the results of visualization and export into files of standard formats (XML, binary, etc.). Some cartographical web services have been developed in a system’s prototype to provide capabilities to work with raster and vector geospatial data based on OGC web services. The distributed architecture presented allows easy addition of new nodes, computing and data storage systems, and provides a solid computational infrastructure for regional climate change studies based on modern Web and GIS technologies.

  9. Peripheral Processing Facilitates Optic Flow-Based Depth Perception

    PubMed Central

    Li, Jinglin; Lindemann, Jens P.; Egelhaaf, Martin

    2016-01-01

    Flying insects, such as flies or bees, rely on consistent information regarding the depth structure of the environment when performing their flight maneuvers in cluttered natural environments. These behaviors include avoiding collisions, approaching targets or spatial navigation. Insects are thought to obtain depth information visually from the retinal image displacements (“optic flow”) during translational ego-motion. Optic flow in the insect visual system is processed by a mechanism that can be modeled by correlation-type elementary motion detectors (EMDs). However, it is still an open question how spatial information can be extracted reliably from the responses of the highly contrast- and pattern-dependent EMD responses, especially if the vast range of light intensities encountered in natural environments is taken into account. This question will be addressed here by systematically modeling the peripheral visual system of flies, including various adaptive mechanisms. Different model variants of the peripheral visual system were stimulated with image sequences that mimic the panoramic visual input during translational ego-motion in various natural environments, and the resulting peripheral signals were fed into an array of EMDs. We characterized the influence of each peripheral computational unit on the representation of spatial information in the EMD responses. Our model simulations reveal that information about the overall light level needs to be eliminated from the EMD input as is accomplished under light-adapted conditions in the insect peripheral visual system. The response characteristics of large monopolar cells (LMCs) resemble that of a band-pass filter, which reduces the contrast dependency of EMDs strongly, effectively enhancing the representation of the nearness of objects and, especially, of their contours. We furthermore show that local brightness adaptation of photoreceptors allows for spatial vision under a wide range of dynamic light conditions. PMID:27818631

  10. Louisiana: a model for advancing regional e-Research through cyberinfrastructure.

    PubMed

    Katz, Daniel S; Allen, Gabrielle; Cortez, Ricardo; Cruz-Neira, Carolina; Gottumukkala, Raju; Greenwood, Zeno D; Guice, Les; Jha, Shantenu; Kolluru, Ramesh; Kosar, Tevfik; Leger, Lonnie; Liu, Honggao; McMahon, Charlie; Nabrzyski, Jarek; Rodriguez-Milla, Bety; Seidel, Ed; Speyrer, Greg; Stubblefield, Michael; Voss, Brian; Whittenburg, Scott

    2009-06-28

    Louisiana researchers and universities are leading a concentrated, collaborative effort to advance statewide e-Research through a new cyberinfrastructure: computing systems, data storage systems, advanced instruments and data repositories, visualization environments and people, all linked together by software programs and high-performance networks. This effort has led to a set of interlinked projects that have started making a significant difference in the state, and has created an environment that encourages increased collaboration, leading to new e-Research. This paper describes the overall effort, the new projects and environment and the results to date.

  11. Information-computational system for storage, search and analytical processing of environmental datasets based on the Semantic Web technologies

    NASA Astrophysics Data System (ADS)

    Titov, A.; Gordov, E.; Okladnikov, I.

    2009-04-01

    In this report the results of the work devoted to the development of working model of the software system for storage, semantically-enabled search and retrieval along with processing and visualization of environmental datasets containing results of meteorological and air pollution observations and mathematical climate modeling are presented. Specially designed metadata standard for machine-readable description of datasets related to meteorology, climate and atmospheric pollution transport domains is introduced as one of the key system components. To provide semantic interoperability the Resource Description Framework (RDF, http://www.w3.org/RDF/) technology means have been chosen for metadata description model realization in the form of RDF Schema. The final version of the RDF Schema is implemented on the base of widely used standards, such as Dublin Core Metadata Element Set (http://dublincore.org/), Directory Interchange Format (DIF, http://gcmd.gsfc.nasa.gov/User/difguide/difman.html), ISO 19139, etc. At present the system is available as a Web server (http://climate.risks.scert.ru/metadatabase/) based on the web-portal ATMOS engine [1] and is implementing dataset management functionality including SeRQL-based semantic search as well as statistical analysis and visualization of selected data archives [2,3]. The core of the system is Apache web server in conjunction with Tomcat Java Servlet Container (http://jakarta.apache.org/tomcat/) and Sesame Server (http://www.openrdf.org/) used as a database for RDF and RDF Schema. At present statistical analysis of meteorological and climatic data with subsequent visualization of results is implemented for such datasets as NCEP/NCAR Reanalysis, Reanalysis NCEP/DOE AMIP II, JMA/CRIEPI JRA-25, ECMWF ERA-40 and local measurements obtained from meteorological stations on the territory of Russia. This functionality is aimed primarily at finding of main characteristics of regional climate dynamics. The proposed system represents a step in the process of development of a distributed collaborative information-computational environment to support multidisciplinary investigations of Earth regional environment [4]. Partial support of this work by SB RAS Integration Project 34, SB RAS Basic Program Project 4.5.2.2, APN Project CBA2007-08NSY and FP6 Enviro-RISKS project (INCO-CT-2004-013427) is acknowledged. References 1. E.P. Gordov, V.N. Lykosov, and A.Z. Fazliev. Web portal on environmental sciences "ATMOS" // Advances in Geosciences. 2006. Vol. 8. p. 33 - 38. 2. Gordov E.P., Okladnikov I.G., Titov A.G. Development of elements of web based information-computational system supporting regional environment processes investigations // Journal of Computational Technologies, Vol. 12, Special Issue #3, 2007, pp. 20 - 28. 3. Okladnikov I.G., Titov A.G. Melnikova V.N., Shulgina T.M. Web-system for processing and visualization of meteorological and climatic data // Journal of Computational Technologies, Vol. 13, Special Issue #3, 2008, pp. 64 - 69. 4. Gordov E.P., Lykosov V.N. Development of information-computational infrastructure for integrated study of Siberia environment // Journal of Computational Technologies, Vol. 12, Special Issue #2, 2007, pp. 19 - 30.

  12. The Developing Infant Creates a Curriculum for Statistical Learning.

    PubMed

    Smith, Linda B; Jayaraman, Swapnaa; Clerkin, Elizabeth; Yu, Chen

    2018-04-01

    New efforts are using head cameras and eye-trackers worn by infants to capture everyday visual environments from the point of view of the infant learner. From this vantage point, the training sets for statistical learning develop as the sensorimotor abilities of the infant develop, yielding a series of ordered datasets for visual learning that differ in content and structure between timepoints but are highly selective at each timepoint. These changing environments may constitute a developmentally ordered curriculum that optimizes learning across many domains. Future advances in computational models will be necessary to connect the developmentally changing content and statistics of infant experience to the internal machinery that does the learning. Copyright © 2018 Elsevier Ltd. All rights reserved.

  13. Learning rational temporal eye movement strategies.

    PubMed

    Hoppe, David; Rothkopf, Constantin A

    2016-07-19

    During active behavior humans redirect their gaze several times every second within the visual environment. Where we look within static images is highly efficient, as quantified by computational models of human gaze shifts in visual search and face recognition tasks. However, when we shift gaze is mostly unknown despite its fundamental importance for survival in a dynamic world. It has been suggested that during naturalistic visuomotor behavior gaze deployment is coordinated with task-relevant events, often predictive of future events, and studies in sportsmen suggest that timing of eye movements is learned. Here we establish that humans efficiently learn to adjust the timing of eye movements in response to environmental regularities when monitoring locations in the visual scene to detect probabilistically occurring events. To detect the events humans adopt strategies that can be understood through a computational model that includes perceptual and acting uncertainties, a minimal processing time, and, crucially, the intrinsic costs of gaze behavior. Thus, subjects traded off event detection rate with behavioral costs of carrying out eye movements. Remarkably, based on this rational bounded actor model the time course of learning the gaze strategies is fully explained by an optimal Bayesian learner with humans' characteristic uncertainty in time estimation, the well-known scalar law of biological timing. Taken together, these findings establish that the human visual system is highly efficient in learning temporal regularities in the environment and that it can use these regularities to control the timing of eye movements to detect behaviorally relevant events.

  14. Parallel Computations in Insect and Mammalian Visual Motion Processing

    PubMed Central

    Clark, Damon A.; Demb, Jonathan B.

    2016-01-01

    Sensory systems use receptors to extract information from the environment and neural circuits to perform subsequent computations. These computations may be described as algorithms composed of sequential mathematical operations. Comparing these operations across taxa reveals how different neural circuits have evolved to solve the same problem, even when using different mechanisms to implement the underlying math. In this review, we compare how insect and mammalian neural circuits have solved the problem of motion estimation, focusing on the fruit fly Drosophila and the mouse retina. Although the two systems implement computations with grossly different anatomy and molecular mechanisms, the underlying circuits transform light into motion signals with strikingly similar processing steps. These similarities run from photoreceptor gain control and spatiotemporal tuning to ON and OFF pathway structures, motion detection, and computed motion signals. The parallels between the two systems suggest that a limited set of algorithms for estimating motion satisfies both the needs of sighted creatures and the constraints imposed on them by metabolism, anatomy, and the structure and regularities of the visual world. PMID:27780048

  15. Parallel Computations in Insect and Mammalian Visual Motion Processing.

    PubMed

    Clark, Damon A; Demb, Jonathan B

    2016-10-24

    Sensory systems use receptors to extract information from the environment and neural circuits to perform subsequent computations. These computations may be described as algorithms composed of sequential mathematical operations. Comparing these operations across taxa reveals how different neural circuits have evolved to solve the same problem, even when using different mechanisms to implement the underlying math. In this review, we compare how insect and mammalian neural circuits have solved the problem of motion estimation, focusing on the fruit fly Drosophila and the mouse retina. Although the two systems implement computations with grossly different anatomy and molecular mechanisms, the underlying circuits transform light into motion signals with strikingly similar processing steps. These similarities run from photoreceptor gain control and spatiotemporal tuning to ON and OFF pathway structures, motion detection, and computed motion signals. The parallels between the two systems suggest that a limited set of algorithms for estimating motion satisfies both the needs of sighted creatures and the constraints imposed on them by metabolism, anatomy, and the structure and regularities of the visual world. Copyright © 2016 Elsevier Ltd. All rights reserved.

  16. 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.

  17. A μ analysis-based, controller-synthesis framework for robust bioinspired visual navigation in less-structured environments.

    PubMed

    Keshavan, J; Gremillion, G; Escobar-Alvarez, H; Humbert, J S

    2014-06-01

    Safe, autonomous navigation by aerial microsystems in less-structured environments is a difficult challenge to overcome with current technology. This paper presents a novel visual-navigation approach that combines bioinspired wide-field processing of optic flow information with control-theoretic tools for synthesis of closed loop systems, resulting in robustness and performance guarantees. Structured singular value analysis is used to synthesize a dynamic controller that provides good tracking performance in uncertain environments without resorting to explicit pose estimation or extraction of a detailed environmental depth map. Experimental results with a quadrotor demonstrate the vehicle's robust obstacle-avoidance behaviour in a straight line corridor, an S-shaped corridor and a corridor with obstacles distributed in the vehicle's path. The computational efficiency and simplicity of the current approach offers a promising alternative to satisfying the payload, power and bandwidth constraints imposed by aerial microsystems.

  18. KFC Server: interactive forecasting of protein interaction hot spots.

    PubMed

    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.

  19. KFC Server: interactive forecasting of protein interaction hot spots

    PubMed Central

    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

  20. A WebGIS-based system for analyzing and visualizing air quality data for Shanghai Municipality

    NASA Astrophysics Data System (ADS)

    Wang, Manyi; Liu, Chaoshun; Gao, Wei

    2014-10-01

    An online visual analytical system based on Java Web and WebGIS for air quality data for Shanghai Municipality was designed and implemented to quantitatively analyze and qualitatively visualize air quality data. By analyzing the architecture of WebGIS and Java Web, we firstly designed the overall scheme for system architecture, then put forward the software and hardware environment and also determined the main function modules for the system. The visual system was ultimately established with the DIV + CSS layout method combined with JSP, JavaScript, and some other computer programming languages based on the Java programming environment. Moreover, Struts, Spring, and Hibernate frameworks (SSH) were integrated in the system for the purpose of easy maintenance and expansion. To provide mapping service and spatial analysis functions, we selected ArcGIS for Server as the GIS server. We also used Oracle database and ESRI file geodatabase to store spatial data and non-spatial data in order to ensure the data security. In addition, the response data from the Web server are resampled to implement rapid visualization through the browser. The experimental successes indicate that this system can quickly respond to user's requests, and efficiently return the accurate processing results.

  1. Simple Smartphone-Based Guiding System for Visually Impaired People

    PubMed Central

    Lin, Bor-Shing; Lee, Cheng-Che; Chiang, Pei-Ying

    2017-01-01

    Visually impaired people are often unaware of dangers in front of them, even in familiar environments. Furthermore, in unfamiliar environments, such people require guidance to reduce the risk of colliding with obstacles. This study proposes a simple smartphone-based guiding system for solving the navigation problems for visually impaired people and achieving obstacle avoidance to enable visually impaired people to travel smoothly from a beginning point to a destination with greater awareness of their surroundings. In this study, a computer image recognition system and smartphone application were integrated to form a simple assisted guiding system. Two operating modes, online mode and offline mode, can be chosen depending on network availability. When the system begins to operate, the smartphone captures the scene in front of the user and sends the captured images to the backend server to be processed. The backend server uses the faster region convolutional neural network algorithm or the you only look once algorithm to recognize multiple obstacles in every image, and it subsequently sends the results back to the smartphone. The results of obstacle recognition in this study reached 60%, which is sufficient for assisting visually impaired people in realizing the types and locations of obstacles around them. PMID:28608811

  2. Simple Smartphone-Based Guiding System for Visually Impaired People.

    PubMed

    Lin, Bor-Shing; Lee, Cheng-Che; Chiang, Pei-Ying

    2017-06-13

    Visually impaired people are often unaware of dangers in front of them, even in familiar environments. Furthermore, in unfamiliar environments, such people require guidance to reduce the risk of colliding with obstacles. This study proposes a simple smartphone-based guiding system for solving the navigation problems for visually impaired people and achieving obstacle avoidance to enable visually impaired people to travel smoothly from a beginning point to a destination with greater awareness of their surroundings. In this study, a computer image recognition system and smartphone application were integrated to form a simple assisted guiding system. Two operating modes, online mode and offline mode, can be chosen depending on network availability. When the system begins to operate, the smartphone captures the scene in front of the user and sends the captured images to the backend server to be processed. The backend server uses the faster region convolutional neural network algorithm or the you only look once algorithm to recognize multiple obstacles in every image, and it subsequently sends the results back to the smartphone. The results of obstacle recognition in this study reached 60%, which is sufficient for assisting visually impaired people in realizing the types and locations of obstacles around them.

  3. 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.

  4. Utilization and viability of biologically-inspired algorithms in a dynamic multiagent camera surveillance system

    NASA Astrophysics Data System (ADS)

    Mundhenk, Terrell N.; Dhavale, Nitin; Marmol, Salvador; Calleja, Elizabeth; Navalpakkam, Vidhya; Bellman, Kirstie; Landauer, Chris; Arbib, Michael A.; Itti, Laurent

    2003-10-01

    In view of the growing complexity of computational tasks and their design, we propose that certain interactive systems may be better designed by utilizing computational strategies based on the study of the human brain. Compared with current engineering paradigms, brain theory offers the promise of improved self-organization and adaptation to the current environment, freeing the programmer from having to address those issues in a procedural manner when designing and implementing large-scale complex systems. To advance this hypothesis, we discus a multi-agent surveillance system where 12 agent CPUs each with its own camera, compete and cooperate to monitor a large room. To cope with the overload of image data streaming from 12 cameras, we take inspiration from the primate"s visual system, which allows the animal to operate a real-time selection of the few most conspicuous locations in visual input. This is accomplished by having each camera agent utilize the bottom-up, saliency-based visual attention algorithm of Itti and Koch (Vision Research 2000;40(10-12):1489-1506) to scan the scene for objects of interest. Real time operation is achieved using a distributed version that runs on a 16-CPU Beowulf cluster composed of the agent computers. The algorithm guides cameras to track and monitor salient objects based on maps of color, orientation, intensity, and motion. To spread camera view points or create cooperation in monitoring highly salient targets, camera agents bias each other by increasing or decreasing the weight of different feature vectors in other cameras, using mechanisms similar to excitation and suppression that have been documented in electrophysiology, psychophysics and imaging studies of low-level visual processing. In addition, if cameras need to compete for computing resources, allocation of computational time is weighed based upon the history of each camera. A camera agent that has a history of seeing more salient targets is more likely to obtain computational resources. The system demonstrates the viability of biologically inspired systems in a real time tracking. In future work we plan on implementing additional biological mechanisms for cooperative management of both the sensor and processing resources in this system that include top down biasing for target specificity as well as novelty and the activity of the tracked object in relation to sensitive features of the environment.

  5. Scientific Visualization & Modeling for Earth Systems Science Education

    NASA Technical Reports Server (NTRS)

    Chaudhury, S. Raj; Rodriguez, Waldo J.

    2003-01-01

    Providing research experiences for undergraduate students in Earth Systems Science (ESS) poses several challenges at smaller academic institutions that might lack dedicated resources for this area of study. This paper describes the development of an innovative model that involves students with majors in diverse scientific disciplines in authentic ESS research. In studying global climate change, experts typically use scientific visualization techniques applied to remote sensing data collected by satellites. In particular, many problems related to environmental phenomena can be quantitatively addressed by investigations based on datasets related to the scientific endeavours such as the Earth Radiation Budget Experiment (ERBE). Working with data products stored at NASA's Distributed Active Archive Centers, visualization software specifically designed for students and an advanced, immersive Virtual Reality (VR) environment, students engage in guided research projects during a structured 6-week summer program. Over the 5-year span, this program has afforded the opportunity for students majoring in biology, chemistry, mathematics, computer science, physics, engineering and science education to work collaboratively in teams on research projects that emphasize the use of scientific visualization in studying the environment. Recently, a hands-on component has been added through science student partnerships with school-teachers in data collection and reporting for the GLOBE Program (GLobal Observations to Benefit the Environment).

  6. Web-based hydrodynamics computing

    NASA Astrophysics Data System (ADS)

    Shimoide, Alan; Lin, Luping; Hong, Tracie-Lynne; Yoon, Ilmi; Aragon, Sergio R.

    2005-01-01

    Proteins are long chains of amino acids that have a definite 3-d conformation and the shape of each protein is vital to its function. Since proteins are normally in solution, hydrodynamics (describes the movement of solvent around a protein as a function of shape and size of the molecule) can be used to probe the size and shape of proteins compared to those derived from X-ray crystallography. The computation chain needed for these hydrodynamics calculations consists of several separate programs by different authors on various platforms and often requires 3D visualizations of intermediate results. Due to the complexity, tools developed by a particular research group are not readily available for use by other groups, nor even by the non-experts within the same research group. To alleviate this situation, and to foment the easy and wide distribution of computational tools worldwide, we developed a web based interactive computational environment (WICE) including interactive 3D visualization that can be used with any web browser. Java based technologies were used to provide a platform neutral, user-friendly solution. Java Server Pages (JSP), Java Servlets, Java Beans, JOGL (Java bindings for OpenGL), and Java Web Start were used to create a solution that simplifies the computing chain for the user allowing the user to focus on their scientific research. WICE hides complexity from the user and provides robust and sophisticated visualization through a web browser.

  7. Web-based hydrodynamics computing

    NASA Astrophysics Data System (ADS)

    Shimoide, Alan; Lin, Luping; Hong, Tracie-Lynne; Yoon, Ilmi; Aragon, Sergio R.

    2004-12-01

    Proteins are long chains of amino acids that have a definite 3-d conformation and the shape of each protein is vital to its function. Since proteins are normally in solution, hydrodynamics (describes the movement of solvent around a protein as a function of shape and size of the molecule) can be used to probe the size and shape of proteins compared to those derived from X-ray crystallography. The computation chain needed for these hydrodynamics calculations consists of several separate programs by different authors on various platforms and often requires 3D visualizations of intermediate results. Due to the complexity, tools developed by a particular research group are not readily available for use by other groups, nor even by the non-experts within the same research group. To alleviate this situation, and to foment the easy and wide distribution of computational tools worldwide, we developed a web based interactive computational environment (WICE) including interactive 3D visualization that can be used with any web browser. Java based technologies were used to provide a platform neutral, user-friendly solution. Java Server Pages (JSP), Java Servlets, Java Beans, JOGL (Java bindings for OpenGL), and Java Web Start were used to create a solution that simplifies the computing chain for the user allowing the user to focus on their scientific research. WICE hides complexity from the user and provides robust and sophisticated visualization through a web browser.

  8. Color appearance for photorealistic image synthesis

    NASA Astrophysics Data System (ADS)

    Marini, Daniele; Rizzi, Alessandro; Rossi, Maurizio

    2000-12-01

    Photorealistic Image Synthesis is a relevant research and application field in computer graphics, whose aim is to produce synthetic images that are undistinguishable from real ones. Photorealism is based upon accurate computational models of light material interaction, that allow us to compute the spectral intensity light field of a geometrically described scene. The fundamental methods are ray tracing and radiosity. While radiosity allows us to compute the diffuse component of the emitted and reflected light, applying ray tracing in a two pass solution we can also cope with non diffuse properties of the model surfaces. Both methods can be implemented to generate an accurate photometric distribution of light of the simulated environment. A still open problem is the visualization phase, whose purpose is to display the final result of the simulated mode on a monitor screen or on a printed paper. The tone reproduction problem consists of finding the best solution to compress the extended dynamic range of the computed light field into the limited range of the displayable colors. Recently some scholars have addressed this problem considering the perception stage of image formation, so including a model of the human visual system in the visualization process. In this paper we present a working hypothesis to solve the tone reproduction problem of synthetic image generation, integrating Retinex perception model into the photo realistic image synthesis context.

  9. The impact of modality and working memory capacity on achievement in a multimedia environment

    NASA Astrophysics Data System (ADS)

    Stromfors, Charlotte M.

    This study explored the impact of working memory capacity and student learning in a dual modality, multimedia environment titled Visualizing Topography. This computer-based instructional program focused on the basic skills in reading and interpreting topographic maps. Two versions of the program presented the same instructional content but varied the modality of verbal information: the audio-visual condition coordinated topographic maps and narration; the visual-visual condition provided the same topographic maps with readable text. An analysis of covariance procedure was conducted to evaluate the effects due to the two conditions in relation to working memory capacity, controlling for individual differences in spatial visualization and prior knowledge. The scores on the Figural Intersection Test were used to separate subjects into three levels in terms of their measured working memory capacity: low, medium, and high. Subjects accessed Visualizing Topography by way of the Internet and proceeded independently through the program. The program architecture was linear in format. Subjects had a minimum amount of flexibility within each of five segments, but not between segments. One hundred and fifty-one subjects were randomly assigned to either the audio-visual or the visual-visual condition. The average time spent in the program was thirty-one minutes. The results of the ANCOVA revealed a small to moderate modality effect favoring an audio-visual condition. The results also showed that subjects with low and medium working capacity benefited more from the audio-visual condition than the visual-visual condition, while subjects with a high working memory capacity did not benefit from either condition. Although splitting the data reduced group sizes, ANCOVA results by gender suggested that the audio-visual condition favored females with low working memory capacities. The results have implications for designers of educational software, the teachers who select software, and the students themselves. Splitting information into two, non-redundant sources, one audio and one visual, may effectively extend working memory capacity. This is especially significant for the student population encountering difficult science concepts that require the formation and manipulation of mental representations. It is recommended that multimedia environments be designed or selected with attention to modality conditions that facilitate student learning.

  10. Semantics-based distributed I/O with the ParaMEDIC framework.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Balaji, P.; Feng, W.; Lin, H.

    2008-01-01

    Many large-scale applications simultaneously rely on multiple resources for efficient execution. For example, such applications may require both large compute and storage resources; however, very few supercomputing centers can provide large quantities of both. Thus, data generated at the compute site oftentimes has to be moved to a remote storage site for either storage or visualization and analysis. Clearly, this is not an efficient model, especially when the two sites are distributed over a wide-area network. Thus, we present a framework called 'ParaMEDIC: Parallel Metadata Environment for Distributed I/O and Computing' which uses application-specific semantic information to convert the generatedmore » data to orders-of-magnitude smaller metadata at the compute site, transfer the metadata to the storage site, and re-process the metadata at the storage site to regenerate the output. Specifically, ParaMEDIC trades a small amount of additional computation (in the form of data post-processing) for a potentially significant reduction in data that needs to be transferred in distributed environments.« less

  11. Correction of Visual Perception Based on Neuro-Fuzzy Learning for the Humanoid Robot TEO.

    PubMed

    Hernandez-Vicen, Juan; Martinez, Santiago; Garcia-Haro, Juan Miguel; Balaguer, Carlos

    2018-03-25

    New applications related to robotic manipulation or transportation tasks, with or without physical grasping, are continuously being developed. To perform these activities, the robot takes advantage of different kinds of perceptions. One of the key perceptions in robotics is vision. However, some problems related to image processing makes the application of visual information within robot control algorithms difficult. Camera-based systems have inherent errors that affect the quality and reliability of the information obtained. The need of correcting image distortion slows down image parameter computing, which decreases performance of control algorithms. In this paper, a new approach to correcting several sources of visual distortions on images in only one computing step is proposed. The goal of this system/algorithm is the computation of the tilt angle of an object transported by a robot, minimizing image inherent errors and increasing computing speed. After capturing the image, the computer system extracts the angle using a Fuzzy filter that corrects at the same time all possible distortions, obtaining the real angle in only one processing step. This filter has been developed by the means of Neuro-Fuzzy learning techniques, using datasets with information obtained from real experiments. In this way, the computing time has been decreased and the performance of the application has been improved. The resulting algorithm has been tried out experimentally in robot transportation tasks in the humanoid robot TEO (Task Environment Operator) from the University Carlos III of Madrid.

  12. Correction of Visual Perception Based on Neuro-Fuzzy Learning for the Humanoid Robot TEO

    PubMed Central

    2018-01-01

    New applications related to robotic manipulation or transportation tasks, with or without physical grasping, are continuously being developed. To perform these activities, the robot takes advantage of different kinds of perceptions. One of the key perceptions in robotics is vision. However, some problems related to image processing makes the application of visual information within robot control algorithms difficult. Camera-based systems have inherent errors that affect the quality and reliability of the information obtained. The need of correcting image distortion slows down image parameter computing, which decreases performance of control algorithms. In this paper, a new approach to correcting several sources of visual distortions on images in only one computing step is proposed. The goal of this system/algorithm is the computation of the tilt angle of an object transported by a robot, minimizing image inherent errors and increasing computing speed. After capturing the image, the computer system extracts the angle using a Fuzzy filter that corrects at the same time all possible distortions, obtaining the real angle in only one processing step. This filter has been developed by the means of Neuro-Fuzzy learning techniques, using datasets with information obtained from real experiments. In this way, the computing time has been decreased and the performance of the application has been improved. The resulting algorithm has been tried out experimentally in robot transportation tasks in the humanoid robot TEO (Task Environment Operator) from the University Carlos III of Madrid. PMID:29587392

  13. A PC-based single-ADC multi-parameter data acquisition system

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Woodring, M.; Kegel, G.H.R.; Egan, J.J.

    1995-10-01

    A personal computer (PC) based mult parameter data acquisition system using the Microsoft Window operating environment has been designed and constructed. An IBI AT compatible personal computer with an Intel 486DX5 microprocessor was combined with a National Instruments ATIDIO 32 digital I/O card, a single Canberra 8713 ADC with 13-bit resolution and a modified Canberra 8223 8-input analog multiplexer to acquil data from experiments carried out at the UML Van de Graa accelerator. The accelerator data acquisition (ADAC) computer environment was programmed in Microsoft Visual BASIC for use i Windows. ADAC allows event-mode data acquisition with up to eight parametersmore » (modifiable to 64) and the simultaneous display parameters during acquisition. Additional features of ADAC include replay of event-mode data and graphical analysis/display of data. TV ADAC environment is easy to upgrade or expand, inexpensive 1 implement, and is specifically designed to meet the needs of nuclei spectroscopy.« less

  14. Development of a Multi-Disciplinary Computing Environment (MDICE)

    NASA Technical Reports Server (NTRS)

    Kingsley, Gerry; Siegel, John M., Jr.; Harrand, Vincent J.; Lawrence, Charles; Luker, Joel J.

    1999-01-01

    The growing need for and importance of multi-component and multi-disciplinary engineering analysis has been understood for many years. For many applications, loose (or semi-implicit) coupling is optimal, and allows the use of various legacy codes without requiring major modifications. For this purpose, CFDRC and NASA LeRC have developed a computational environment to enable coupling between various flow analysis codes at several levels of fidelity. This has been referred to as the Visual Computing Environment (VCE), and is being successfully applied to the analysis of several aircraft engine components. Recently, CFDRC and AFRL/VAAC (WL) have extended the framework and scope of VCE to enable complex multi-disciplinary simulations. The chosen initial focus is on aeroelastic aircraft applications. The developed software is referred to as MDICE-AE, an extensible system suitable for integration of several engineering analysis disciplines. This paper describes the methodology, basic architecture, chosen software technologies, salient library modules, and the current status of and plans for MDICE. A fluid-structure interaction application is described in a separate companion paper.

  15. Biological Visualization, Imaging and Simulation(Bio-VIS) at NASA Ames Research Center: Developing New Software and Technology for Astronaut Training and Biology Research in Space

    NASA Technical Reports Server (NTRS)

    Smith, Jeffrey

    2003-01-01

    The Bio- Visualization, Imaging and Simulation (BioVIS) Technology Center at NASA's Ames Research Center is dedicated to developing and applying advanced visualization, computation and simulation technologies to support NASA Space Life Sciences research and the objectives of the Fundamental Biology Program. Research ranges from high resolution 3D cell imaging and structure analysis, virtual environment simulation of fine sensory-motor tasks, computational neuroscience and biophysics to biomedical/clinical applications. Computer simulation research focuses on the development of advanced computational tools for astronaut training and education. Virtual Reality (VR) and Virtual Environment (VE) simulation systems have become important training tools in many fields from flight simulation to, more recently, surgical simulation. The type and quality of training provided by these computer-based tools ranges widely, but the value of real-time VE computer simulation as a method of preparing individuals for real-world tasks is well established. Astronauts routinely use VE systems for various training tasks, including Space Shuttle landings, robot arm manipulations and extravehicular activities (space walks). Currently, there are no VE systems to train astronauts for basic and applied research experiments which are an important part of many missions. The Virtual Glovebox (VGX) is a prototype VE system for real-time physically-based simulation of the Life Sciences Glovebox where astronauts will perform many complex tasks supporting research experiments aboard the International Space Station. The VGX consists of a physical display system utilizing duel LCD projectors and circular polarization to produce a desktop-sized 3D virtual workspace. Physically-based modeling tools (Arachi Inc.) provide real-time collision detection, rigid body dynamics, physical properties and force-based controls for objects. The human-computer interface consists of two magnetic tracking devices (Ascention Inc.) attached to instrumented gloves (Immersion Inc.) which co-locate the user's hands with hand/forearm representations in the virtual workspace. Force-feedback is possible in a work volume defined by a Phantom Desktop device (SensAble inc.). Graphics are written in OpenGL. The system runs on a 2.2 GHz Pentium 4 PC. The prototype VGX provides astronauts and support personnel with a real-time physically-based VE system to simulate basic research tasks both on Earth and in the microgravity of Space. The immersive virtual environment of the VGX also makes it a useful tool for virtual engineering applications including CAD development, procedure design and simulation of human-system systems in a desktop-sized work volume.

  16. Comprehensive visual field test & diagnosis system in support of astronaut health and performance

    NASA Astrophysics Data System (ADS)

    Fink, Wolfgang; Clark, Jonathan B.; Reisman, Garrett E.; Tarbell, Mark A.

    Long duration spaceflight, permanent human presence on the Moon, and future human missions to Mars will require autonomous medical care to address both expected and unexpected risks. An integrated non-invasive visual field test & diagnosis system is presented for the identification, characterization, and automated classification of visual field defects caused by the spaceflight environment. This system will support the onboard medical provider and astronauts on space missions with an innovative, non-invasive, accurate, sensitive, and fast visual field test. It includes a database for examination data, and a software package for automated visual field analysis and diagnosis. The system will be used to detect and diagnose conditions affecting the visual field, while in space and on Earth, permitting the timely application of therapeutic countermeasures before astronaut health or performance are impaired. State-of-the-art perimetry devices are bulky, thereby precluding application in a spaceflight setting. In contrast, the visual field test & diagnosis system requires only a touchscreen-equipped computer or touchpad device, which may already be in use for other purposes (i.e., no additional payload), and custom software. The system has application in routine astronaut assessment (Clinical Status Exam), pre-, in-, and post-flight monitoring, and astronaut selection. It is deployable in operational space environments, such as aboard the International Space Station or during future missions to or permanent presence on the Moon and Mars.

  17. 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.

  18. Working conditions, visual fatigue, and mental health among systems analysts in São Paulo, Brazil

    PubMed Central

    Rocha, L; Debert-Ribeiro, M

    2004-01-01

    Aims: To evaluate the association between working conditions and visual fatigue and mental health among systems analysts living in São Paulo, Brazil. Methods: A cross sectional study was carried out by a multidisciplinary team. It included: ergonomic analysis of work, individual and group interviews, and 553 self applied questionnaires in two enterprises. The comparison population numbered 136 workers in different occupations. Results: The study population mainly comprised young males. Among systems analysts, visual fatigue was associated with mental workload, inadequate equipment and workstation, low level of worker participation, being a woman, and subject's attitude of fascination by the computer. Nervousness and intellectual performance were associated with mental workload, inadequate equipment, work environment, and tools. Continuing education and leisure were protective factors. Work interfering in family life was associated with mental workload, difficulties with clients, strict deadlines, subject's attitude of fascination by the computer, and finding solutions of work problems outside work. Family support, satisfaction in life and work, and adequate work environment and tools were protective factors. Work interfering in personal life was associated with subject's attitude of fascination by the computer, strict deadlines, inadequate equipment, and high level of work participation. Satisfaction in life and work and continuing education were protective factors. The comparison population did not share common working factors with the systems analysts in the regression analysis. Conclusions: The main health effects of systems analysts' work were expressed by machine anthropomorphism, being very demanding, mental acceleration, mental absorption, and difficulty in dealing with emotions. PMID:14691269

  19. Ergonomic approaches to designing educational materials for immersive multi-projection system

    NASA Astrophysics Data System (ADS)

    Shibata, Takashi; Lee, JaeLin; Inoue, Tetsuri

    2014-02-01

    Rapid advances in computer and display technologies have made it possible to present high quality virtual reality (VR) environment. To use such virtual environments effectively, research should be performed into how users perceive and react to virtual environment in view of particular human factors. We created a VR simulation of sea fish for science education, and we conducted an experiment to examine how observers perceive the size and depth of an object within their reach and evaluated their visual fatigue. We chose a multi-projection system for presenting the educational VR simulation, because this system can provide actual-size objects and produce stereo images located close to the observer. The results of the experiment show that estimation of size and depth was relatively accurate when subjects used physical actions to assess them. Presenting images within the observer's reach is suggested to be useful for education in VR environment. Evaluation of visual fatigue shows that the level of symptoms from viewing stereo images with a large disparity in VR environment was low in a short time.

  20. Advanced Visual and Instruction Systems for Maintenance Support (AVIS-MS)

    DTIC Science & Technology

    2006-12-01

    Hayashi , "Augmentable Reality: Situated Communication through Physical and Digital Spaces," Proc. 2nd Int’l Symp. Wearable Computers, IEEE CS Press...H. Ohno , "An Optical See-through Display for Mutual Occlusion of Real and Virtual Environments," Proc. Int’l Symp. Augmented Reality 2000 (ISARO0

  1. Robot Manipulations: A Synergy of Visualization, Computation and Action for Spatial Instruction

    ERIC Educational Resources Information Center

    Verner, Igor M.

    2004-01-01

    This article considers the use of a learning environment, RoboCell, where manipulations of objects are performed by robot operations specified through the learner's application of mathematical and spatial reasoning. A curriculum is proposed relating to robot kinematics and point-to-point motion, rotation of objects, and robotic assembly of spatial…

  2. The Development of Invariant Object Recognition Requires Visual Experience with Temporally Smooth Objects

    ERIC Educational Resources Information Center

    Wood, Justin N.; Wood, Samantha M. W.

    2018-01-01

    How do newborns learn to recognize objects? According to temporal learning models in computational neuroscience, the brain constructs object representations by extracting smoothly changing features from the environment. To date, however, it is unknown whether newborns depend on smoothly changing features to build invariant object representations.…

  3. The Effectiveness of Screencasts and Cognitive Tools as Scaffolding for Novice Object-Oriented Programmers

    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…

  4. Fostering Multimedia Learning of Science: Exploring the Role of an Animated Agent's Image

    ERIC Educational Resources Information Center

    Dunsworth, Qi; Atkinson, Robert K.

    2007-01-01

    Research suggests that students learn better when studying a picture coupled with narration rather than on-screen text in a computer-based multimedia learning environment. Moreover, combining narration with the visual presence of an animated pedagogical agent may also encourage students to process information deeper than narration or on-screen…

  5. Modeling Computer Communication Networks in a Realistic 3D Environment

    DTIC Science & Technology

    2010-03-01

    50 2. Comparison of visualization tools . . . . . . . . . . . . . . . . . 75 xi List of Abbreviations Abbreviation Page 2D two-dimensional...International Conference on, 77 –84, 2001. 20. National Defense and the Canadian Forces. “Joint Fires Support”. URL http: //www.cfd-cdf.forces.gc.ca/sites/ page ...Table of Contents Page Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iv Acknowledgements

  6. 75 FR 59716 - Draft Toxicological Review of Urea: In Support of Summary Information on the Integrated Risk...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-09-28

    ... environment. Through the IRIS Program, EPA provides the highest quality science- based human health... external review draft human health assessment titled, ``Toxicological Review of Urea: In Support of Summary... register, please indicate if you will need audio-visual equipment (e.g., laptop computer and slide...

  7. Empowering Teachers to Create Educational Software: A Constructivist Approach Utilizing Etoys, Pair Programming and Cognitive Apprenticeship

    ERIC Educational Resources Information Center

    Lee, Young-Jin

    2011-01-01

    This study investigates whether a visual programming environment called Etoys could enable teachers to create software applications meeting their own instructional needs. Twenty-four teachers who participated in the study successfully developed their own educational computer programs in the educational technology course employing cognitive…

  8. Advanced engineering environment collaboration project.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lamph, Jane Ann; Pomplun, Alan R.; Kiba, Grant W.

    2008-12-01

    The Advanced Engineering Environment (AEE) is a model for an engineering design and communications system that will enhance project collaboration throughout the nuclear weapons complex (NWC). Sandia National Laboratories and Parametric Technology Corporation (PTC) worked together on a prototype project to evaluate the suitability of a portion of PTC's Windchill 9.0 suite of data management, design and collaboration tools as the basis for an AEE. The AEE project team implemented Windchill 9.0 development servers in both classified and unclassified domains and used them to test and evaluate the Windchill tool suite relative to the needs of the NWC using weaponsmore » project use cases. A primary deliverable was the development of a new real time collaborative desktop design and engineering process using PDMLink (data management tool), Pro/Engineer (mechanical computer aided design tool) and ProductView Lite (visualization tool). Additional project activities included evaluations of PTC's electrical computer aided design, visualization, and engineering calculations applications. This report documents the AEE project work to share information and lessons learned with other NWC sites. It also provides PTC with recommendations for improving their products for NWC applications.« less

  9. Music to knowledge: A visual programming environment for the development and evaluation of music information retrieval techniques

    NASA Astrophysics Data System (ADS)

    Ehmann, Andreas F.; Downie, J. Stephen

    2005-09-01

    The objective of the International Music Information Retrieval Systems Evaluation Laboratory (IMIRSEL) project is the creation of a large, secure corpus of audio and symbolic music data accessible to the music information retrieval (MIR) community for the testing and evaluation of various MIR techniques. As part of the IMIRSEL project, a cross-platform JAVA based visual programming environment called Music to Knowledge (M2K) is being developed for a variety of music information retrieval related tasks. The primary objective of M2K is to supply the MIR community with a toolset that provides the ability to rapidly prototype algorithms, as well as foster the sharing of techniques within the MIR community through the use of a standardized set of tools. Due to the relatively large size of audio data and the computational costs associated with some digital signal processing and machine learning techniques, M2K is also designed to support distributed computing across computing clusters. In addition, facilities to allow the integration of non-JAVA based (e.g., C/C++, MATLAB, etc.) algorithms and programs are provided within M2K. [Work supported by the Andrew W. Mellon Foundation and NSF Grants No. IIS-0340597 and No. IIS-0327371.

  10. Exploring the Integration of Computational Modeling in the ASU Modeling Curriculum

    NASA Astrophysics Data System (ADS)

    Schatz, Michael; Aiken, John; Burk, John; Caballero, Marcos; Douglas, Scott; Thoms, Brian

    2012-03-01

    We describe the implementation of computational modeling in a ninth grade classroom in the context of the Arizona Modeling Instruction physics curriculum. Using a high-level programming environment (VPython), students develop computational models to predict the motion of objects under a variety of physical situations (e.g., constant net force), to simulate real world phenomenon (e.g., car crash), and to visualize abstract quantities (e.g., acceleration). We discuss how VPython allows students to utilize all four structures that describe a model as given by the ASU Modeling Instruction curriculum. Implications for future work will also be discussed.

  11. The CAVE (TM) automatic virtual environment: Characteristics and applications

    NASA Technical Reports Server (NTRS)

    Kenyon, Robert V.

    1995-01-01

    Virtual reality may best be defined as the wide-field presentation of computer-generated, multi-sensory information that tracks a user in real time. In addition to the more well-known modes of virtual reality -- head-mounted displays and boom-mounted displays -- the Electronic Visualization Laboratory at the University of Illinois at Chicago recently introduced a third mode: a room constructed from large screens on which the graphics are projected on to three walls and the floor. The CAVE is a multi-person, room sized, high resolution, 3D video and audio environment. Graphics are rear projected in stereo onto three walls and the floor, and viewed with stereo glasses. As a viewer wearing a location sensor moves within its display boundaries, the correct perspective and stereo projections of the environment are updated, and the image moves with and surrounds the viewer. The other viewers in the CAVE are like passengers in a bus, along for the ride. 'CAVE,' the name selected for the virtual reality theater, is both a recursive acronym (Cave Automatic Virtual Environment) and a reference to 'The Simile of the Cave' found in Plato's 'Republic,' in which the philosopher explores the ideas of perception, reality, and illusion. Plato used the analogy of a person facing the back of a cave alive with shadows that are his/her only basis for ideas of what real objects are. Rather than having evolved from video games or flight simulation, the CAVE has its motivation rooted in scientific visualization and the SIGGRAPH 92 Showcase effort. The CAVE was designed to be a useful tool for scientific visualization. The Showcase event was an experiment; the Showcase chair and committee advocated an environment for computational scientists to interactively present their research at a major professional conference in a one-to-many format on high-end workstations attached to large projection screens. The CAVE was developed as a 'virtual reality theater' with scientific content and projection that met the criteria of Showcase.

  12. Classification of Non-Time-Locked Rapid Serial Visual Presentation Events for Brain-Computer Interaction Using Deep Learning

    DTIC Science & Technology

    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

  13. Visualization of stereoscopic anatomic models of the paranasal sinuses and cervical vertebrae from the surgical and procedural perspective.

    PubMed

    Chen, Jian; Smith, Andrew D; Khan, Majid A; Sinning, Allan R; Conway, Marianne L; Cui, Dongmei

    2017-11-01

    Recent improvements in three-dimensional (3D) virtual modeling software allows anatomists to generate high-resolution, visually appealing, colored, anatomical 3D models from computed tomography (CT) images. In this study, high-resolution CT images of a cadaver were used to develop clinically relevant anatomic models including facial skull, nasal cavity, septum, turbinates, paranasal sinuses, optic nerve, pituitary gland, carotid artery, cervical vertebrae, atlanto-axial joint, cervical spinal cord, cervical nerve root, and vertebral artery that can be used to teach clinical trainees (students, residents, and fellows) approaches for trans-sphenoidal pituitary surgery and cervical spine injection procedure. Volume, surface rendering and a new rendering technique, semi-auto-combined, were applied in the study. These models enable visualization, manipulation, and interaction on a computer and can be presented in a stereoscopic 3D virtual environment, which makes users feel as if they are inside the model. Anat Sci Educ 10: 598-606. © 2017 American Association of Anatomists. © 2017 American Association of Anatomists.

  14. Survey of computer vision technology for UVA navigation

    NASA Astrophysics Data System (ADS)

    Xie, Bo; Fan, Xiang; Li, Sijian

    2017-11-01

    Navigation based on computer version technology, which has the characteristics of strong independence, high precision and is not susceptible to electrical interference, has attracted more and more attention in the filed of UAV navigation research. Early navigation project based on computer version technology mainly applied to autonomous ground robot. In recent years, the visual navigation system is widely applied to unmanned machine, deep space detector and underwater robot. That further stimulate the research of integrated navigation algorithm based on computer version technology. In China, with many types of UAV development and two lunar exploration, the three phase of the project started, there has been significant progress in the study of visual navigation. The paper expounds the development of navigation based on computer version technology in the filed of UAV navigation research and draw a conclusion that visual navigation is mainly applied to three aspects as follows.(1) Acquisition of UAV navigation parameters. The parameters, including UAV attitude, position and velocity information could be got according to the relationship between the images from sensors and carrier's attitude, the relationship between instant matching images and the reference images and the relationship between carrier's velocity and characteristics of sequential images.(2) Autonomous obstacle avoidance. There are many ways to achieve obstacle avoidance in UAV navigation. The methods based on computer version technology ,including feature matching, template matching, image frames and so on, are mainly introduced. (3) The target tracking, positioning. Using the obtained images, UAV position is calculated by using optical flow method, MeanShift algorithm, CamShift algorithm, Kalman filtering and particle filter algotithm. The paper expounds three kinds of mainstream visual system. (1) High speed visual system. It uses parallel structure, with which image detection and processing are carried out at high speed. The system is applied to rapid response system. (2) The visual system of distributed network. There are several discrete image data acquisition sensor in different locations, which transmit image data to the node processor to increase the sampling rate. (3) The visual system combined with observer. The system combines image sensors with the external observers to make up for lack of visual equipment. To some degree, these systems overcome lacks of the early visual system, including low frequency, low processing efficiency and strong noise. In the end, the difficulties of navigation based on computer version technology in practical application are briefly discussed. (1) Due to the huge workload of image operation , the real-time performance of the system is poor. (2) Due to the large environmental impact , the anti-interference ability of the system is poor.(3) Due to the ability to work in a particular environment, the system has poor adaptability.

  15. 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.

  16. From printed color to image appearance: tool for advertising assessment

    NASA Astrophysics Data System (ADS)

    Bonanomi, Cristian; Marini, Daniele; Rizzi, Alessandro

    2012-07-01

    We present a methodology to calculate the color appearance of advertising billboards set in indoor and outdoor environments, printed on different types of paper support and viewed under different illuminations. The aim is to simulate the visual appearance of an image printed on a specific support, observed in a certain context and illuminated with a specific source of light. Knowing in advance the visual rendering of an image in different conditions can avoid problems related to its visualization. The proposed method applies a sequence of transformations to convert a four channels image (CMYK) into a spectral one, considering the paper support, then it simulates the chosen illumination, and finally computes an estimation of the appearance.

  17. Parallel processing for scientific computations

    NASA Technical Reports Server (NTRS)

    Alkhatib, Hasan S.

    1995-01-01

    The scope of this project dealt with the investigation of the requirements to support distributed computing of scientific computations over a cluster of cooperative workstations. Various experiments on computations for the solution of simultaneous linear equations were performed in the early phase of the project to gain experience in the general nature and requirements of scientific applications. A specification of a distributed integrated computing environment, DICE, based on a distributed shared memory communication paradigm has been developed and evaluated. The distributed shared memory model facilitates porting existing parallel algorithms that have been designed for shared memory multiprocessor systems to the new environment. The potential of this new environment is to provide supercomputing capability through the utilization of the aggregate power of workstations cooperating in a cluster interconnected via a local area network. Workstations, generally, do not have the computing power to tackle complex scientific applications, making them primarily useful for visualization, data reduction, and filtering as far as complex scientific applications are concerned. There is a tremendous amount of computing power that is left unused in a network of workstations. Very often a workstation is simply sitting idle on a desk. A set of tools can be developed to take advantage of this potential computing power to create a platform suitable for large scientific computations. The integration of several workstations into a logical cluster of distributed, cooperative, computing stations presents an alternative to shared memory multiprocessor systems. In this project we designed and evaluated such a system.

  18. [Media for 21st century--towards human communication media].

    PubMed

    Harashima, H

    2000-05-01

    Today, with the approach of the 21st century, attention is focused on multi-media communications combining computer, visual and audio technologies. This article discusses the communication media target and the technological problems constituting the nucleus of multi-media. The communication media is becoming an environment from which no one can escape. Since the media has such a great power, what is needed now is not to predict the future technologies, but to estimate the future world and take to responsibility for future environments.

  19. Infusion of a Gaming Paradigm into Computer-Aided Engineering Design Tools

    DTIC Science & Technology

    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

  20. Neural network system for purposeful behavior based on foveal visual preprocessor

    NASA Astrophysics Data System (ADS)

    Golovan, Alexander V.; Shevtsova, Natalia A.; Klepatch, Arkadi A.

    1996-10-01

    Biologically plausible model of the system with an adaptive behavior in a priori environment and resistant to impairment has been developed. The system consists of input, learning, and output subsystems. The first subsystems classifies input patterns presented as n-dimensional vectors in accordance with some associative rule. The second one being a neural network determines adaptive responses of the system to input patterns. Arranged neural groups coding possible input patterns and appropriate output responses are formed during learning by means of negative reinforcement. Output subsystem maps a neural network activity into the system behavior in the environment. The system developed has been studied by computer simulation imitating a collision-free motion of a mobile robot. After some learning period the system 'moves' along a road without collisions. It is shown that in spite of impairment of some neural network elements the system functions reliably after relearning. Foveal visual preprocessor model developed earlier has been tested to form a kind of visual input to the system.

  1. A Dynamic Bayesian Observer Model Reveals Origins of Bias in Visual Path Integration.

    PubMed

    Lakshminarasimhan, Kaushik J; Petsalis, Marina; Park, Hyeshin; DeAngelis, Gregory C; Pitkow, Xaq; Angelaki, Dora E

    2018-06-20

    Path integration is a strategy by which animals track their position by integrating their self-motion velocity. To identify the computational origins of bias in visual path integration, we asked human subjects to navigate in a virtual environment using optic flow and found that they generally traveled beyond the goal location. Such a behavior could stem from leaky integration of unbiased self-motion velocity estimates or from a prior expectation favoring slower speeds that causes velocity underestimation. Testing both alternatives using a probabilistic framework that maximizes expected reward, we found that subjects' biases were better explained by a slow-speed prior than imperfect integration. When subjects integrate paths over long periods, this framework intriguingly predicts a distance-dependent bias reversal due to buildup of uncertainty, which we also confirmed experimentally. These results suggest that visual path integration in noisy environments is limited largely by biases in processing optic flow rather than by leaky integration. Copyright © 2018 Elsevier Inc. All rights reserved.

  2. Enabling scientific workflows in virtual reality

    USGS Publications Warehouse

    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.

  3. High-Performance Computing and Visualization | Energy Systems Integration

    Science.gov Websites

    Facility | NREL High-Performance Computing and Visualization High-Performance Computing and Visualization High-performance computing (HPC) and visualization at NREL propel technology innovation as a . Capabilities High-Performance Computing NREL is home to Peregrine-the largest high-performance computing system

  4. Louisiana: a model for advancing regional e-Research through cyberinfrastructure

    PubMed Central

    Katz, Daniel S.; Allen, Gabrielle; Cortez, Ricardo; Cruz-Neira, Carolina; Gottumukkala, Raju; Greenwood, Zeno D.; Guice, Les; Jha, Shantenu; Kolluru, Ramesh; Kosar, Tevfik; Leger, Lonnie; Liu, Honggao; McMahon, Charlie; Nabrzyski, Jarek; Rodriguez-Milla, Bety; Seidel, Ed; Speyrer, Greg; Stubblefield, Michael; Voss, Brian; Whittenburg, Scott

    2009-01-01

    Louisiana researchers and universities are leading a concentrated, collaborative effort to advance statewide e-Research through a new cyberinfrastructure: computing systems, data storage systems, advanced instruments and data repositories, visualization environments and people, all linked together by software programs and high-performance networks. This effort has led to a set of interlinked projects that have started making a significant difference in the state, and has created an environment that encourages increased collaboration, leading to new e-Research. This paper describes the overall effort, the new projects and environment and the results to date. PMID:19451102

  5. Combining computational analyses and interactive visualization for document exploration and sensemaking in jigsaw.

    PubMed

    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.

  6. 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.

  7. A geometric method for computing ocular kinematics and classifying gaze events using monocular remote eye tracking in a robotic environment.

    PubMed

    Singh, Tarkeshwar; Perry, Christopher M; Herter, Troy M

    2016-01-26

    Robotic and virtual-reality systems offer tremendous potential for improving assessment and rehabilitation of neurological disorders affecting the upper extremity. A key feature of these systems is that visual stimuli are often presented within the same workspace as the hands (i.e., peripersonal space). Integrating video-based remote eye tracking with robotic and virtual-reality systems can provide an additional tool for investigating how cognitive processes influence visuomotor learning and rehabilitation of the upper extremity. However, remote eye tracking systems typically compute ocular kinematics by assuming eye movements are made in a plane with constant depth (e.g. frontal plane). When visual stimuli are presented at variable depths (e.g. transverse plane), eye movements have a vergence component that may influence reliable detection of gaze events (fixations, smooth pursuits and saccades). To our knowledge, there are no available methods to classify gaze events in the transverse plane for monocular remote eye tracking systems. Here we present a geometrical method to compute ocular kinematics from a monocular remote eye tracking system when visual stimuli are presented in the transverse plane. We then use the obtained kinematics to compute velocity-based thresholds that allow us to accurately identify onsets and offsets of fixations, saccades and smooth pursuits. Finally, we validate our algorithm by comparing the gaze events computed by the algorithm with those obtained from the eye-tracking software and manual digitization. Within the transverse plane, our algorithm reliably differentiates saccades from fixations (static visual stimuli) and smooth pursuits from saccades and fixations when visual stimuli are dynamic. The proposed methods provide advancements for examining eye movements in robotic and virtual-reality systems. Our methods can also be used with other video-based or tablet-based systems in which eye movements are performed in a peripersonal plane with variable depth.

  8. Evaluation of Interactive Visualization on Mobile Computing Platforms for Selection of Deep Brain Stimulation Parameters

    PubMed Central

    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

  9. Programming of a flexible computer simulation to visualize pharmacokinetic-pharmacodynamic models.

    PubMed

    Lötsch, J; Kobal, G; Geisslinger, G

    2004-01-01

    Teaching pharmacokinetic-pharmacodynamic (PK/PD) models can be made more effective using computer simulations. We propose the programming of educational PK or PK/PD computer simulations as an alternative to the use of pre-built simulation software. This approach has the advantage of adaptability to non-standard or complicated PK or PK/PD models. Simplicity of the programming procedure was achieved by selecting the LabVIEW programming environment. An intuitive user interface to visualize the time courses of drug concentrations or effects can be obtained with pre-built elements. The environment uses a wiring analogy that resembles electrical circuit diagrams rather than abstract programming code. The goal of high interactivity of the simulation was attained by allowing the program to run in continuously repeating loops. This makes the program behave flexibly to the user input. The programming is described with the aid of a 2-compartment PK simulation. Examples of more sophisticated simulation programs are also given where the PK/PD simulation shows drug input, concentrations in plasma, and at effect site and the effects themselves as a function of time. A multi-compartmental model of morphine, including metabolite kinetics and effects is also included. The programs are available for download from the World Wide Web at http:// www. klinik.uni-frankfurt.de/zpharm/klin/ PKPDsimulation/content.html. For pharmacokineticists who only program occasionally, there is the possibility of building the computer simulation, together with the flexible interactive simulation algorithm for clinical pharmacological teaching in the field of PK/PD models.

  10. 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.

  11. FAST - A multiprocessed environment for visualization of computational fluid dynamics

    NASA Technical Reports Server (NTRS)

    Bancroft, Gordon V.; Merritt, Fergus J.; Plessel, Todd C.; Kelaita, Paul G.; Mccabe, R. Kevin

    1991-01-01

    The paper presents the Flow Analysis Software Toolset (FAST) to be used for fluid-mechanics analysis. The design criteria for FAST including the minimization of the data path in the computational fluid-dynamics (CFD) process, consistent user interface, extensible software architecture, modularization, and the isolation of three-dimensional tasks from the application programmer are outlined. Each separate process communicates through the FAST Hub, while other modules such as FAST Central, NAS file input, CFD calculator, surface extractor and renderer, titler, tracer, and isolev might work together to generate the scene. An interprocess communication package making it possible for FAST to operate as a modular environment where resources could be shared among different machines as well as a single host is discussed.

  12. Supporting Concrete Visual Thinking in Multiplicative Reasoning: Difficulties and Opportunities. Technical Report 88-16.

    ERIC Educational Resources Information Center

    Kaput, James J.

    The Educational Technology Center has attempted to develop a series of computer based learning environments to support the learning and application of multiplicative reasoning. The work and software described in this paper, including the teaching experiment that generated the error phenomena examined, is part of a larger ongoing research project.…

  13. Virtual Display Design and Evaluation of Clothing: A Design Process Support System

    ERIC Educational Resources Information Center

    Zhang, Xue-Fang; Huang, Ren-Qun

    2014-01-01

    This paper proposes a new computer-aided educational system for clothing visual merchandising and display. It aims to provide an operating environment that supports the various stages of display design in a user-friendly and intuitive manner. First, this paper provides a brief introduction to current software applications in the field of…

  14. 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…

  15. 76 FR 54227 - Draft Toxicological Review of n-Butanol: In Support of Summary Information on the Integrated Risk...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-31

    ... found in the environment. Through the IRIS Program, EPA provides the highest quality science-based human... for the external review draft human health assessment titled, ``Toxicological Review of n-Butanol: In... will need audio-visual equipment (e.g., laptop computer and slide projector). In general, each...

  16. Modelling parallel programs and multiprocessor architectures with AXE

    NASA Technical Reports Server (NTRS)

    Yan, Jerry C.; Fineman, Charles E.

    1991-01-01

    AXE, An Experimental Environment for Parallel Systems, was designed to model and simulate for parallel systems at the process level. It provides an integrated environment for specifying computation models, multiprocessor architectures, data collection, and performance visualization. AXE is being used at NASA-Ames for developing resource management strategies, parallel problem formulation, multiprocessor architectures, and operating system issues related to the High Performance Computing and Communications Program. AXE's simple, structured user-interface enables the user to model parallel programs and machines precisely and efficiently. Its quick turn-around time keeps the user interested and productive. AXE models multicomputers. The user may easily modify various architectural parameters including the number of sites, connection topologies, and overhead for operating system activities. Parallel computations in AXE are represented as collections of autonomous computing objects known as players. Their use and behavior is described. Performance data of the multiprocessor model can be observed on a color screen. These include CPU and message routing bottlenecks, and the dynamic status of the software.

  17. The IRGen infrared data base modeler

    NASA Technical Reports Server (NTRS)

    Bernstein, Uri

    1993-01-01

    IRGen is a modeling system which creates three-dimensional IR data bases for real-time simulation of thermal IR sensors. Starting from a visual data base, IRGen computes the temperature and radiance of every data base surface with a user-specified thermal environment. The predicted gray shade of each surface is then computed from the user specified sensor characteristics. IRGen is based on first-principles models of heat transport and heat flux sources, and it accurately simulates the variations of IR imagery with time of day and with changing environmental conditions. The starting point for creating an IRGen data base is a visual faceted data base, in which every facet has been labeled with a material code. This code is an index into a material data base which contains surface and bulk thermal properties for the material. IRGen uses the material properties to compute the surface temperature at the specified time of day. IRGen also supports image generator features such as texturing and smooth shading, which greatly enhance image realism.

  18. Overview of ICE Project: Integration of Computational Fluid Dynamics and Experiments

    NASA Technical Reports Server (NTRS)

    Stegeman, James D.; Blech, Richard A.; Babrauckas, Theresa L.; Jones, William H.

    2001-01-01

    Researchers at the NASA Glenn Research Center have developed a prototype integrated environment for interactively exploring, analyzing, and validating information from computational fluid dynamics (CFD) computations and experiments. The Integrated CFD and Experiments (ICE) project is a first attempt at providing a researcher with a common user interface for control, manipulation, analysis, and data storage for both experiments and simulation. ICE can be used as a live, on-tine system that displays and archives data as they are gathered; as a postprocessing system for dataset manipulation and analysis; and as a control interface or "steering mechanism" for simulation codes while visualizing the results. Although the full capabilities of ICE have not been completely demonstrated, this report documents the current system. Various applications of ICE are discussed: a low-speed compressor, a supersonic inlet, real-time data visualization, and a parallel-processing simulation code interface. A detailed data model for the compressor application is included in the appendix.

  19. [Preliminary construction of three-dimensional visual educational system for clinical dentistry based on world wide web webpage].

    PubMed

    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.

  20. Mediator infrastructure for information integration and semantic data integration environment for biomedical research.

    PubMed

    Grethe, Jeffrey S; Ross, Edward; Little, David; Sanders, Brian; Gupta, Amarnath; Astakhov, Vadim

    2009-01-01

    This paper presents current progress in the development of semantic data integration environment which is a part of the Biomedical Informatics Research Network (BIRN; http://www.nbirn.net) project. BIRN is sponsored by the National Center for Research Resources (NCRR), a component of the National Institutes of Health (NIH). A goal is the development of a cyberinfrastructure for biomedical research that supports advance data acquisition, data storage, data management, data integration, data mining, data visualization, and other computing and information processing services over the Internet. Each participating institution maintains storage of their experimental or computationally derived data. Mediator-based data integration system performs semantic integration over the databases to enable researchers to perform analyses based on larger and broader datasets than would be available from any single institution's data. This paper describes recent revision of the system architecture, implementation, and capabilities of the semantically based data integration environment for BIRN.

  1. Using Cross-Sectional Imaging to Convey Organ Relationships: An Integrated Learning Environment for Students of Gross Anatomy

    PubMed Central

    Forman, Bruce H.; Eccles, Randy; Piggins, Judith; Raila, Wayne; Estey, Greg; Barnett, G. Octo

    1990-01-01

    We have developed a visually oriented, computer-controlled learning environment designed for use by students of gross anatomy. The goals of this module are to reinforce the concepts of organ relationships and topography by using computed axial tomographic (CAT) images accessed from a videodisc integrated with color graphics and to introduce students to cross-sectional radiographic anatomy. We chose to build the program around CAT scan images because they not only provide excellent structural detail but also offer an anatomic orientation (transverse) that complements that used in the dissection laboratory (basically a layer-by-layer, anterior-to-posterior, or coronal approach). Our system, built using a Microsoft Windows-386 based authoring environment which we designed and implemented, integrates text, video images, and graphics into a single screen display. The program allows both user browsing of information, facilitated by hypertext links, and didactic sessions including mini-quizzes for self-assessment.

  2. Computational efficient unsupervised coastline detection from single-polarization 1-look SAR images of complex coastal environments

    NASA Astrophysics Data System (ADS)

    Garzelli, Andrea; Zoppetti, Claudia; Pinelli, Gianpaolo

    2017-10-01

    Coastline detection in synthetic aperture radar (SAR) images is crucial in many application fields, from coastal erosion monitoring to navigation, from damage assessment to security planning for port facilities. The backscattering difference between land and sea is not always documented in SAR imagery, due to the severe speckle noise, especially in 1-look data with high spatial resolution, high sea state, or complex coastal environments. This paper presents an unsupervised, computationally efficient solution to extract the coastline acquired by only one single-polarization 1-look SAR image. Extensive tests on Spotlight COSMO-SkyMed images of complex coastal environments and objective assessment demonstrate the validity of the proposed procedure which is compared to state-of-the-art methods through visual results and with an objective evaluation of the distance between the detected and the true coastline provided by regional authorities.

  3. Utterance independent bimodal emotion recognition in spontaneous communication

    NASA Astrophysics Data System (ADS)

    Tao, Jianhua; Pan, Shifeng; Yang, Minghao; Li, Ya; Mu, Kaihui; Che, Jianfeng

    2011-12-01

    Emotion expressions sometimes are mixed with the utterance expression in spontaneous face-to-face communication, which makes difficulties for emotion recognition. This article introduces the methods of reducing the utterance influences in visual parameters for the audio-visual-based emotion recognition. The audio and visual channels are first combined under a Multistream Hidden Markov Model (MHMM). Then, the utterance reduction is finished by finding the residual between the real visual parameters and the outputs of the utterance related visual parameters. This article introduces the Fused Hidden Markov Model Inversion method which is trained in the neutral expressed audio-visual corpus to solve the problem. To reduce the computing complexity the inversion model is further simplified to a Gaussian Mixture Model (GMM) mapping. Compared with traditional bimodal emotion recognition methods (e.g., SVM, CART, Boosting), the utterance reduction method can give better results of emotion recognition. The experiments also show the effectiveness of our emotion recognition system when it was used in a live environment.

  4. A novel visual-inertial monocular SLAM

    NASA Astrophysics Data System (ADS)

    Yue, Xiaofeng; Zhang, Wenjuan; Xu, Li; Liu, JiangGuo

    2018-02-01

    With the development of sensors and computer vision research community, cameras, which are accurate, compact, wellunderstood and most importantly cheap and ubiquitous today, have gradually been at the center of robot location. Simultaneous localization and mapping (SLAM) using visual features, which is a system getting motion information from image acquisition equipment and rebuild the structure in unknown environment. We provide an analysis of bioinspired flights in insects, employing a novel technique based on SLAM. Then combining visual and inertial measurements to get high accuracy and robustness. we present a novel tightly-coupled Visual-Inertial Simultaneous Localization and Mapping system which get a new attempt to address two challenges which are the initialization problem and the calibration problem. experimental results and analysis show the proposed approach has a more accurate quantitative simulation of insect navigation, which can reach the positioning accuracy of centimeter level.

  5. Localization Framework for Real-Time UAV Autonomous Landing: An On-Ground Deployed Visual Approach

    PubMed Central

    Kong, Weiwei; Hu, Tianjiang; Zhang, Daibing; Shen, Lincheng; Zhang, Jianwei

    2017-01-01

    One of the greatest challenges for fixed-wing unmanned aircraft vehicles (UAVs) is safe landing. Hereafter, an on-ground deployed visual approach is developed in this paper. This approach is definitely suitable for landing within the global navigation satellite system (GNSS)-denied environments. As for applications, the deployed guidance system makes full use of the ground computing resource and feedbacks the aircraft’s real-time localization to its on-board autopilot. Under such circumstances, a separate long baseline stereo architecture is proposed to possess an extendable baseline and wide-angle field of view (FOV) against the traditional fixed baseline schemes. Furthermore, accuracy evaluation of the new type of architecture is conducted by theoretical modeling and computational analysis. Dataset-driven experimental results demonstrate the feasibility and effectiveness of the developed approach. PMID:28629189

  6. Localization Framework for Real-Time UAV Autonomous Landing: An On-Ground Deployed Visual Approach.

    PubMed

    Kong, Weiwei; Hu, Tianjiang; Zhang, Daibing; Shen, Lincheng; Zhang, Jianwei

    2017-06-19

    [-5]One of the greatest challenges for fixed-wing unmanned aircraft vehicles (UAVs) is safe landing. Hereafter, an on-ground deployed visual approach is developed in this paper. This approach is definitely suitable for landing within the global navigation satellite system (GNSS)-denied environments. As for applications, the deployed guidance system makes full use of the ground computing resource and feedbacks the aircraft's real-time localization to its on-board autopilot. Under such circumstances, a separate long baseline stereo architecture is proposed to possess an extendable baseline and wide-angle field of view (FOV) against the traditional fixed baseline schemes. Furthermore, accuracy evaluation of the new type of architecture is conducted by theoretical modeling and computational analysis. Dataset-driven experimental results demonstrate the feasibility and effectiveness of the developed approach.

  7. Gps-Denied Geo-Localisation Using Visual Odometry

    NASA Astrophysics Data System (ADS)

    Gupta, Ashish; Chang, Huan; Yilmaz, Alper

    2016-06-01

    The primary method for geo-localization is based on GPS which has issues of localization accuracy, power consumption, and unavailability. This paper proposes a novel approach to geo-localization in a GPS-denied environment for a mobile platform. Our approach has two principal components: public domain transport network data available in GIS databases or OpenStreetMap; and a trajectory of a mobile platform. This trajectory is estimated using visual odometry and 3D view geometry. The transport map information is abstracted as a graph data structure, where various types of roads are modelled as graph edges and typically intersections are modelled as graph nodes. A search for the trajectory in real time in the graph yields the geo-location of the mobile platform. Our approach uses a simple visual sensor and it has a low memory and computational footprint. In this paper, we demonstrate our method for trajectory estimation and provide examples of geolocalization using public-domain map data. With the rapid proliferation of visual sensors as part of automated driving technology and continuous growth in public domain map data, our approach has the potential to completely augment, or even supplant, GPS based navigation since it functions in all environments.

  8. Combining patient journey modelling and visual multi-agent computer simulation: a framework to improving knowledge translation in a healthcare environment.

    PubMed

    Curry, Joanne; Fitzgerald, Anneke; Prodan, Ante; Dadich, Ann; Sloan, Terry

    2014-01-01

    This article focuses on a framework that will investigate the integration of two disparate methodologies: patient journey modelling and visual multi-agent simulation, and its impact on the speed and quality of knowledge translation to healthcare stakeholders. Literature describes patient journey modelling and visual simulation as discrete activities. This paper suggests that their combination and their impact on translating knowledge to practitioners are greater than the sum of the two technologies. The test-bed is ambulatory care and the goal is to determine if this approach can improve health services delivery, workflow, and patient outcomes and satisfaction. The multidisciplinary research team is comprised of expertise in patient journey modelling, simulation, and knowledge translation.

  9. Human Factors in Virtual Reality Development

    NASA Technical Reports Server (NTRS)

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

    1995-01-01

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

  10. D3: A Collaborative Infrastructure for Aerospace Design

    NASA Technical Reports Server (NTRS)

    Walton, Joan; Filman, Robert E.; Knight, Chris; Korsmeyer, David J.; Lee, Diana D.; Clancy, Daniel (Technical Monitor)

    2001-01-01

    DARWIN is a NASA developed, Internet-based system for enabling aerospace researchers to securely and remotely access and collaborate on the analysis of aerospace vehicle design data, primarily the results of wind-tunnel testing and numeric (e.g., computational fluid dynamics) model executions. DARWIN captures, stores and indexes data, manages derived knowledge (such as visualizations across multiple data sets) and provides an environment for designers to collaborate in the analysis of the results of testing. DARWIN is an interesting application because it supports high volumes of data, integrates multiple modalities of data display (e.g. images and data visualizations), and provides non-trivial access control mechanisms. DARWIN enables collaboration by allowing not only sharing visualizations of data, but also commentary about and view of data.

  11. Code IN Exhibits - Supercomputing 2000

    NASA Technical Reports Server (NTRS)

    Yarrow, Maurice; McCann, Karen M.; Biswas, Rupak; VanderWijngaart, Rob F.; Kwak, Dochan (Technical Monitor)

    2000-01-01

    The creation of parameter study suites has recently become a more challenging problem as the parameter studies have become multi-tiered and the computational environment has become a supercomputer grid. The parameter spaces are vast, the individual problem sizes are getting larger, and researchers are seeking to combine several successive stages of parameterization and computation. Simultaneously, grid-based computing offers immense resource opportunities but at the expense of great difficulty of use. We present ILab, an advanced graphical user interface approach to this problem. Our novel strategy stresses intuitive visual design tools for parameter study creation and complex process specification, and also offers programming-free access to grid-based supercomputer resources and process automation.

  12. Anesthesiology training using 3D imaging and virtual reality

    NASA Astrophysics Data System (ADS)

    Blezek, Daniel J.; Robb, Richard A.; Camp, Jon J.; Nauss, Lee A.

    1996-04-01

    Current training for regional nerve block procedures by anesthesiology residents requires expert supervision and the use of cadavers; both of which are relatively expensive commodities in today's cost-conscious medical environment. We are developing methods to augment and eventually replace these training procedures with real-time and realistic computer visualizations and manipulations of the anatomical structures involved in anesthesiology procedures, such as nerve plexus injections (e.g., celiac blocks). The initial work is focused on visualizations: both static images and rotational renderings. From the initial results, a coherent paradigm for virtual patient and scene representation will be developed.

  13. A fuzzy measure approach to motion frame analysis for scene detection. M.S. Thesis - Houston Univ.

    NASA Technical Reports Server (NTRS)

    Leigh, Albert B.; Pal, Sankar K.

    1992-01-01

    This paper addresses a solution to the problem of scene estimation of motion video data in the fuzzy set theoretic framework. Using fuzzy image feature extractors, a new algorithm is developed to compute the change of information in each of two successive frames to classify scenes. This classification process of raw input visual data can be used to establish structure for correlation. The algorithm attempts to fulfill the need for nonlinear, frame-accurate access to video data for applications such as video editing and visual document archival/retrieval systems in multimedia environments.

  14. 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.

  15. The SCEC Community Modeling Environment(SCEC/CME): A Collaboratory for Seismic Hazard Analysis

    NASA Astrophysics Data System (ADS)

    Maechling, P. J.; Jordan, T. H.; Minster, J. B.; Moore, R.; Kesselman, C.

    2005-12-01

    The SCEC Community Modeling Environment (SCEC/CME) Project is an NSF-supported Geosciences/IT partnership that is actively developing an advanced information infrastructure for system-level earthquake science in Southern California. This partnership includes SCEC, USC's Information Sciences Institute (ISI), the San Diego Supercomputer Center (SDSC), the Incorporated Institutions for Research in Seismology (IRIS), and the U.S. Geological Survey. The goal of the SCEC/CME is to develop seismological applications and information technology (IT) infrastructure to support the development of Seismic Hazard Analysis (SHA) programs and other geophysical simulations. The SHA application programs developed on the Project include a Probabilistic Seismic Hazard Analysis system called OpenSHA. OpenSHA computational elements that are currently available include a collection of attenuation relationships, and several Earthquake Rupture Forecasts (ERFs). Geophysicists in the collaboration have also developed Anelastic Wave Models (AWMs) using both finite-difference and finite-element approaches. Earthquake simulations using these codes have been run for a variety of earthquake sources. Rupture Dynamic Model (RDM) codes have also been developed that simulate friction-based fault slip. The SCEC/CME collaboration has also developed IT software and hardware infrastructure to support the development, execution, and analysis of these SHA programs. To support computationally expensive simulations, we have constructed a grid-based scientific workflow system. Using the SCEC grid, project collaborators can submit computations from the SCEC/CME servers to High Performance Computers at USC and TeraGrid High Performance Computing Centers. Data generated and archived by the SCEC/CME is stored in a digital library system, the Storage Resource Broker (SRB). This system provides a robust and secure system for maintaining the association between the data seta and their metadata. To provide an easy-to-use system for constructing SHA computations, a browser-based workflow assembly web portal has been developed. Users can compose complex SHA calculations, specifying SCEC/CME data sets as inputs to calculations, and calling SCEC/CME computational programs to process the data and the output. Knowledge-based software tools have been implemented that utilize ontological descriptions of SHA software and data can validate workflows created with this pathway assembly tool. Data visualization software developed by the collaboration supports analysis and validation of data sets. Several programs have been developed to visualize SCEC/CME data including GMT-based map making software for PSHA codes, 4D wavefield propagation visualization software based on OpenGL, and 3D Geowall-based visualization of earthquakes, faults, and seismic wave propagation. The SCEC/CME Project also helps to sponsor the SCEC UseIT Intern program. The UseIT Intern Program provides research opportunities in both Geosciences and Information Technology to undergraduate students in a variety of fields. The UseIT group has developed a 3D data visualization tool, called SCEC-VDO, as a part of this undergraduate research program.

  16. Tachistoscopic illumination and masking of real scenes.

    PubMed

    Chichka, David; Philbeck, John W; Gajewski, Daniel A

    2015-03-01

    Tachistoscopic presentation of scenes has been valuable for studying the emerging properties of visual scene representations. The spatial aspects of this work have generally been focused on the conceptual locations (e.g., next to the refrigerator) and directional locations of objects in 2-D arrays and/or images. Less is known about how the perceived egocentric distance of objects develops. Here we describe a novel system for presenting brief glimpses of a real-world environment, followed by a mask. The system includes projectors with mechanical shutters for projecting the fixation and masking images, a set of LED floodlights for illuminating the environment, and computer-controlled electronics to set the timing and initiate the process. Because a real environment is used, most visual distance and depth cues can be manipulated using traditional methods. The system is inexpensive, robust, and its components are readily available in the marketplace. This article describes the system and the timing characteristics of each component. We verified the system's ability to control exposure to time scales as low as a few milliseconds.

  17. ScreenMasker: An Open-source Gaze-contingent Screen Masking Environment.

    PubMed

    Orlov, Pavel A; Bednarik, Roman

    2016-09-01

    The moving-window paradigm, based on gazecontingent technic, traditionally used in a studies of the visual perceptual span. There is a strong demand for new environments that could be employed by non-technical researchers. We have developed an easy-to-use tool with a graphical user interface (GUI) allowing both execution and control of visual gaze-contingency studies. This work describes ScreenMasker, an environment that allows create gaze-contingent textured displays used together with stimuli presentation software. ScreenMasker has an architecture that meets the requirements of low-latency real-time eye-movement experiments. It also provides a variety of settings and functions. Effective rendering times and performance are ensured by means of GPU processing under CUDA technology. Performance tests show ScreenMasker's latency to be 67-74 ms on a typical office computer, and high-end 144-Hz screen latencies of about 25-28 ms. ScreenMasker is an open-source system distributed under the GNU Lesser General Public License and is available at https://github.com/PaulOrlov/ScreenMasker .

  18. Velocity Vector Field Visualization of Flow in Liquid Acquisition Device Channel

    NASA Technical Reports Server (NTRS)

    McQuillen, John B.; Chao, David F.; Hall, Nancy R.; Zhang, Nengli

    2012-01-01

    A capillary flow liquid acquisition device (LAD) for cryogenic propellants has been developed and tested in NASA Glenn Research Center to meet the requirements of transferring cryogenic liquid propellants from storage tanks to an engine in reduced gravity environments. The prototypical mesh screen channel LAD was fabricated with a mesh screen, covering a rectangular flow channel with a cylindrical outlet tube, and was tested with liquid oxygen (LOX). In order to better understand the performance in various gravity environments and orientations at different liquid submersion depths of the screen channel LAD, a series of computational fluid dynamics (CFD) simulations of LOX flow through the LAD screen channel was undertaken. The resulting velocity vector field visualization for the flow in the channel has been used to reveal the gravity effects on the flow in the screen channel.

  19. Research in computer science

    NASA Technical Reports Server (NTRS)

    Ortega, J. M.

    1984-01-01

    Several short summaries of the work performed during this reporting period are presented. Topics discussed in this document include: (1) resilient seeded errors via simple techniques; (2) knowledge representation for engineering design; (3) analysis of faults in a multiversion software experiment; (4) implementation of parallel programming environment; (5) symbolic execution of concurrent programs; (6) two computer graphics systems for visualization of pressure distribution and convective density particles; (7) design of a source code management system; (8) vectorizing incomplete conjugate gradient on the Cyber 203/205; (9) extensions of domain testing theory and; (10) performance analyzer for the pisces system.

  20. A practical VEP-based brain-computer interface.

    PubMed

    Wang, Yijun; Wang, Ruiping; Gao, Xiaorong; Hong, Bo; Gao, Shangkai

    2006-06-01

    This paper introduces the development of a practical brain-computer interface at Tsinghua University. The system uses frequency-coded steady-state visual evoked potentials to determine the gaze direction of the user. To ensure more universal applicability of the system, approaches for reducing user variation on system performance have been proposed. The information transfer rate (ITR) has been evaluated both in the laboratory and at the Rehabilitation Center of China, respectively. The system has been proved to be applicable to > 90% of people with a high ITR in living environments.

  1. High-performance integrated virtual environment (HIVE): a robust infrastructure for next-generation sequence data analysis

    PubMed Central

    Simonyan, Vahan; Chumakov, Konstantin; Dingerdissen, Hayley; Faison, William; Goldweber, Scott; Golikov, Anton; Gulzar, Naila; Karagiannis, Konstantinos; Vinh Nguyen Lam, Phuc; Maudru, Thomas; Muravitskaja, Olesja; Osipova, Ekaterina; Pan, Yang; Pschenichnov, Alexey; Rostovtsev, Alexandre; Santana-Quintero, Luis; Smith, Krista; Thompson, Elaine E.; Tkachenko, Valery; Torcivia-Rodriguez, John; Wan, Quan; Wang, Jing; Wu, Tsung-Jung; Wilson, Carolyn; Mazumder, Raja

    2016-01-01

    The High-performance Integrated Virtual Environment (HIVE) is a distributed storage and compute environment designed primarily to handle next-generation sequencing (NGS) data. This multicomponent cloud infrastructure provides secure web access for authorized users to deposit, retrieve, annotate and compute on NGS data, and to analyse the outcomes using web interface visual environments appropriately built in collaboration with research and regulatory scientists and other end users. Unlike many massively parallel computing environments, HIVE uses a cloud control server which virtualizes services, not processes. It is both very robust and flexible due to the abstraction layer introduced between computational requests and operating system processes. The novel paradigm of moving computations to the data, instead of moving data to computational nodes, has proven to be significantly less taxing for both hardware and network infrastructure. The honeycomb data model developed for HIVE integrates metadata into an object-oriented model. Its distinction from other object-oriented databases is in the additional implementation of a unified application program interface to search, view and manipulate data of all types. This model simplifies the introduction of new data types, thereby minimizing the need for database restructuring and streamlining the development of new integrated information systems. The honeycomb model employs a highly secure hierarchical access control and permission system, allowing determination of data access privileges in a finely granular manner without flooding the security subsystem with a multiplicity of rules. HIVE infrastructure will allow engineers and scientists to perform NGS analysis in a manner that is both efficient and secure. HIVE is actively supported in public and private domains, and project collaborations are welcomed. Database URL: https://hive.biochemistry.gwu.edu PMID:26989153

  2. High-performance integrated virtual environment (HIVE): a robust infrastructure for next-generation sequence data analysis.

    PubMed

    Simonyan, Vahan; Chumakov, Konstantin; Dingerdissen, Hayley; Faison, William; Goldweber, Scott; Golikov, Anton; Gulzar, Naila; Karagiannis, Konstantinos; Vinh Nguyen Lam, Phuc; Maudru, Thomas; Muravitskaja, Olesja; Osipova, Ekaterina; Pan, Yang; Pschenichnov, Alexey; Rostovtsev, Alexandre; Santana-Quintero, Luis; Smith, Krista; Thompson, Elaine E; Tkachenko, Valery; Torcivia-Rodriguez, John; Voskanian, Alin; Wan, Quan; Wang, Jing; Wu, Tsung-Jung; Wilson, Carolyn; Mazumder, Raja

    2016-01-01

    The High-performance Integrated Virtual Environment (HIVE) is a distributed storage and compute environment designed primarily to handle next-generation sequencing (NGS) data. This multicomponent cloud infrastructure provides secure web access for authorized users to deposit, retrieve, annotate and compute on NGS data, and to analyse the outcomes using web interface visual environments appropriately built in collaboration with research and regulatory scientists and other end users. Unlike many massively parallel computing environments, HIVE uses a cloud control server which virtualizes services, not processes. It is both very robust and flexible due to the abstraction layer introduced between computational requests and operating system processes. The novel paradigm of moving computations to the data, instead of moving data to computational nodes, has proven to be significantly less taxing for both hardware and network infrastructure.The honeycomb data model developed for HIVE integrates metadata into an object-oriented model. Its distinction from other object-oriented databases is in the additional implementation of a unified application program interface to search, view and manipulate data of all types. This model simplifies the introduction of new data types, thereby minimizing the need for database restructuring and streamlining the development of new integrated information systems. The honeycomb model employs a highly secure hierarchical access control and permission system, allowing determination of data access privileges in a finely granular manner without flooding the security subsystem with a multiplicity of rules. HIVE infrastructure will allow engineers and scientists to perform NGS analysis in a manner that is both efficient and secure. HIVE is actively supported in public and private domains, and project collaborations are welcomed. Database URL: https://hive.biochemistry.gwu.edu. © The Author(s) 2016. Published by Oxford University Press.

  3. Computational rationality: linking mechanism and behavior through bounded utility maximization.

    PubMed

    Lewis, Richard L; Howes, Andrew; Singh, Satinder

    2014-04-01

    We propose a framework for including information-processing bounds in rational analyses. It is an application of bounded optimality (Russell & Subramanian, 1995) to the challenges of developing theories of mechanism and behavior. The framework is based on the idea that behaviors are generated by cognitive mechanisms that are adapted to the structure of not only the environment but also the mind and brain itself. We call the framework computational rationality to emphasize the incorporation of computational mechanism into the definition of rational action. Theories are specified as optimal program problems, defined by an adaptation environment, a bounded machine, and a utility function. Such theories yield different classes of explanation, depending on the extent to which they emphasize adaptation to bounds, and adaptation to some ecology that differs from the immediate local environment. We illustrate this variation with examples from three domains: visual attention in a linguistic task, manual response ordering, and reasoning. We explore the relation of this framework to existing "levels" approaches to explanation, and to other optimality-based modeling approaches. Copyright © 2014 Cognitive Science Society, Inc.

  4. IMAGE: A Design Integration Framework Applied to the High Speed Civil Transport

    NASA Technical Reports Server (NTRS)

    Hale, Mark A.; Craig, James I.

    1993-01-01

    Effective design of the High Speed Civil Transport requires the systematic application of design resources throughout a product's life-cycle. Information obtained from the use of these resources is used for the decision-making processes of Concurrent Engineering. Integrated computing environments facilitate the acquisition, organization, and use of required information. State-of-the-art computing technologies provide the basis for the Intelligent Multi-disciplinary Aircraft Generation Environment (IMAGE) described in this paper. IMAGE builds upon existing agent technologies by adding a new component called a model. With the addition of a model, the agent can provide accountable resource utilization in the presence of increasing design fidelity. The development of a zeroth-order agent is used to illustrate agent fundamentals. Using a CATIA(TM)-based agent from previous work, a High Speed Civil Transport visualization system linking CATIA, FLOPS, and ASTROS will be shown. These examples illustrate the important role of the agent technologies used to implement IMAGE, and together they demonstrate that IMAGE can provide an integrated computing environment for the design of the High Speed Civil Transport.

  5. Virtual Vision

    NASA Astrophysics Data System (ADS)

    Terzopoulos, Demetri; Qureshi, Faisal Z.

    Computer vision and sensor networks researchers are increasingly motivated to investigate complex multi-camera sensing and control issues that arise in the automatic visual surveillance of extensive, highly populated public spaces such as airports and train stations. However, they often encounter serious impediments to deploying and experimenting with large-scale physical camera networks in such real-world environments. We propose an alternative approach called "Virtual Vision", which facilitates this type of research through the virtual reality simulation of populated urban spaces, camera sensor networks, and computer vision on commodity computers. We demonstrate the usefulness of our approach by developing two highly automated surveillance systems comprising passive and active pan/tilt/zoom cameras that are deployed in a virtual train station environment populated by autonomous, lifelike virtual pedestrians. The easily reconfigurable virtual cameras distributed in this environment generate synthetic video feeds that emulate those acquired by real surveillance cameras monitoring public spaces. The novel multi-camera control strategies that we describe enable the cameras to collaborate in persistently observing pedestrians of interest and in acquiring close-up videos of pedestrians in designated areas.

  6. Identifying opportune landing sites in degraded visual environments with terrain and cultural databases

    NASA Astrophysics Data System (ADS)

    Moody, Marc; Fisher, Robert; Little, J. Kristin

    2014-06-01

    Boeing has developed a degraded visual environment navigational aid that is flying on the Boeing AH-6 light attack helicopter. The navigational aid is a two dimensional software digital map underlay generated by the Boeing™ Geospatial Embedded Mapping Software (GEMS) and fully integrated with the operational flight program. The page format on the aircraft's multi function displays (MFD) is termed the Approach page. The existing work utilizes Digital Terrain Elevation Data (DTED) and OpenGL ES 2.0 graphics capabilities to compute the pertinent graphics underlay entirely on the graphics processor unit (GPU) within the AH-6 mission computer. The next release will incorporate cultural databases containing Digital Vertical Obstructions (DVO) to warn the crew of towers, buildings, and power lines when choosing an opportune landing site. Future IRAD will include Light Detection and Ranging (LIDAR) point cloud generating sensors to provide 2D and 3D synthetic vision on the final approach to the landing zone. Collision detection with respect to terrain, cultural, and point cloud datasets may be used to further augment the crew warning system. The techniques for creating the digital map underlay leverage the GPU almost entirely, making this solution viable on most embedded mission computing systems with an OpenGL ES 2.0 capable GPU. This paper focuses on the AH-6 crew interface process for determining a landing zone and flying the aircraft to it.

  7. Visualization of Unsteady Computational Fluid Dynamics

    NASA Technical Reports Server (NTRS)

    Haimes, Robert

    1997-01-01

    The current compute environment that most researchers are using for the calculation of 3D unsteady Computational Fluid Dynamic (CFD) results is a super-computer class machine. The Massively Parallel Processors (MPP's) such as the 160 node IBM SP2 at NAS and clusters of workstations acting as a single MPP (like NAS's SGI Power-Challenge array and the J90 cluster) provide the required computation bandwidth for CFD calculations of transient problems. If we follow the traditional computational analysis steps for CFD (and we wish to construct an interactive visualizer) we need to be aware of the following: (1) Disk space requirements. A single snap-shot must contain at least the values (primitive variables) stored at the appropriate locations within the mesh. For most simple 3D Euler solvers that means 5 floating point words. Navier-Stokes solutions with turbulence models may contain 7 state-variables. (2) Disk speed vs. Computational speeds. The time required to read the complete solution of a saved time frame from disk is now longer than the compute time for a set number of iterations from an explicit solver. Depending, on the hardware and solver an iteration of an implicit code may also take less time than reading the solution from disk. If one examines the performance improvements in the last decade or two, it is easy to see that depending on disk performance (vs. CPU improvement) may not be the best method for enhancing interactivity. (3) Cluster and Parallel Machine I/O problems. Disk access time is much worse within current parallel machines and cluster of workstations that are acting in concert to solve a single problem. In this case we are not trying to read the volume of data, but are running the solver and the solver outputs the solution. These traditional network interfaces must be used for the file system. (4) Numerics of particle traces. Most visualization tools can work upon a single snap shot of the data but some visualization tools for transient problems require dealing with time.

  8. Asking better questions: How presentation formats influence information search.

    PubMed

    Wu, Charley M; Meder, Björn; Filimon, Flavia; Nelson, Jonathan D

    2017-08-01

    While the influence of presentation formats have been widely studied in Bayesian reasoning tasks, we present the first systematic investigation of how presentation formats influence information search decisions. Four experiments were conducted across different probabilistic environments, where subjects (N = 2,858) chose between 2 possible search queries, each with binary probabilistic outcomes, with the goal of maximizing classification accuracy. We studied 14 different numerical and visual formats for presenting information about the search environment, constructed across 6 design features that have been prominently related to improvements in Bayesian reasoning accuracy (natural frequencies, posteriors, complement, spatial extent, countability, and part-to-whole information). The posterior variants of the icon array and bar graph formats led to the highest proportion of correct responses, and were substantially better than the standard probability format. Results suggest that presenting information in terms of posterior probabilities and visualizing natural frequencies using spatial extent (a perceptual feature) were especially helpful in guiding search decisions, although environments with a mixture of probabilistic and certain outcomes were challenging across all formats. Subjects who made more accurate probability judgments did not perform better on the search task, suggesting that simple decision heuristics may be used to make search decisions without explicitly applying Bayesian inference to compute probabilities. We propose a new take-the-difference (TTD) heuristic that identifies the accuracy-maximizing query without explicit computation of posterior probabilities. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  9. CAVEman: Standardized anatomical context for biomedical data mapping.

    PubMed

    Turinsky, Andrei L; Fanea, Elena; Trinh, Quang; Wat, Stephen; Hallgrímsson, Benedikt; Dong, Xiaoli; Shu, Xueling; Stromer, Julie N; Hill, Jonathan W; Edwards, Carol; Grosenick, Brenda; Yajima, Masumi; Sensen, Christoph W

    2008-01-01

    The authors have created a software system called the CAVEman, for the visual integration and exploration of heterogeneous anatomical and biomedical data. The CAVEman can be applied for both education and research tasks. The main component of the system is a three-dimensional digital atlas of the adult male human anatomy, structured according to the nomenclature of Terminologia Anatomica. The underlying data-indexing mechanism uses standard ontologies to map a range of biomedical data types onto the atlas. The CAVEman system is now used to visualize genetic processes in the context of the human anatomy and to facilitate visual exploration of the data. Through the use of Javatrade mark software, the atlas-based system is portable to virtually any computer environment, including personal computers and workstations. Existing Java tools for biomedical data analysis have been incorporated into the system. The affordability of virtual-reality installations has increased dramatically over the last several years. This creates new opportunities for educational scenarios that model important processes in a patient's body, including gene expression patterns, metabolic activity, the effects of interventions such as drug treatments, and eventually surgical simulations.

  10. Real-Time 3D Visualization

    NASA Technical Reports Server (NTRS)

    1997-01-01

    Butler Hine, former director of the Intelligent Mechanism Group (IMG) at Ames Research Center, and five others partnered to start Fourth Planet, Inc., a visualization company that specializes in the intuitive visual representation of dynamic, real-time data over the Internet and Intranet. Over a five-year period, the then NASA researchers performed ten robotic field missions in harsh climes to mimic the end- to-end operations of automated vehicles trekking across another world under control from Earth. The core software technology for these missions was the Virtual Environment Vehicle Interface (VEVI). Fourth Planet has released VEVI4, the fourth generation of the VEVI software, and NetVision. VEVI4 is a cutting-edge computer graphics simulation and remote control applications tool. The NetVision package allows large companies to view and analyze in virtual 3D space such things as the health or performance of their computer network or locate a trouble spot on an electric power grid. Other products are forthcoming. Fourth Planet is currently part of the NASA/Ames Technology Commercialization Center, a business incubator for start-up companies.

  11. Algorithms for Haptic Rendering of 3D Objects

    NASA Technical Reports Server (NTRS)

    Basdogan, Cagatay; Ho, Chih-Hao; Srinavasan, Mandayam

    2003-01-01

    Algorithms have been developed to provide haptic rendering of three-dimensional (3D) objects in virtual (that is, computationally simulated) environments. The goal of haptic rendering is to generate tactual displays of the shapes, hardnesses, surface textures, and frictional properties of 3D objects in real time. Haptic rendering is a major element of the emerging field of computer haptics, which invites comparison with computer graphics. We have already seen various applications of computer haptics in the areas of medicine (surgical simulation, telemedicine, haptic user interfaces for blind people, and rehabilitation of patients with neurological disorders), entertainment (3D painting, character animation, morphing, and sculpting), mechanical design (path planning and assembly sequencing), and scientific visualization (geophysical data analysis and molecular manipulation).

  12. Modeling and computational simulation and the potential of virtual and augmented reality associated to the teaching of nanoscience and nanotechnology

    NASA Astrophysics Data System (ADS)

    Ribeiro, Allan; Santos, Helen

    With the advent of new information and communication technologies (ICTs), the communicative interaction changes the way of being and acting of people, at the same time that changes the way of work activities related to education. In this range of possibilities provided by the advancement of computational resources include virtual reality (VR) and augmented reality (AR), are highlighted as new forms of information visualization in computer applications. While the RV allows user interaction with a virtual environment totally computer generated; in RA the virtual images are inserted in real environment, but both create new opportunities to support teaching and learning in formal and informal contexts. Such technologies are able to express representations of reality or of the imagination, as systems in nanoscale and low dimensionality, being imperative to explore, in the most diverse areas of knowledge, the potential offered by ICT and emerging technologies. In this sense, this work presents computer applications of virtual and augmented reality developed with the use of modeling and simulation in computational approaches to topics related to nanoscience and nanotechnology, and articulated with innovative pedagogical practices.

  13. Advanced helmet mounted display (AHMD)

    NASA Astrophysics Data System (ADS)

    Sisodia, Ashok; Bayer, Michael; Townley-Smith, Paul; Nash, Brian; Little, Jay; Cassarly, William; Gupta, Anurag

    2007-04-01

    Due to significantly increased U.S. military involvement in deterrent, observer, security, peacekeeping and combat roles around the world, the military expects significant future growth in the demand for deployable virtual reality trainers with networked simulation capability of the battle space visualization process. The use of HMD technology in simulated virtual environments has been initiated by the demand for more effective training tools. The AHMD overlays computer-generated data (symbology, synthetic imagery, enhanced imagery) augmented with actual and simulated visible environment. The AHMD can be used to support deployable reconfigurable training solutions as well as traditional simulation requirements, UAV augmented reality, air traffic control and Command, Control, Communications, Computers, Intelligence, Surveillance, and Reconnaissance (C4ISR) applications. This paper will describe the design improvements implemented for production of the AHMD System.

  14. A Look at the Impact of High-End Computing Technologies on NASA Missions

    NASA Technical Reports Server (NTRS)

    Biswas, Rupak; Dunbar, Jill; Hardman, John; Bailey, F. Ron; Wheeler, Lorien; Rogers, Stuart

    2012-01-01

    From its bold start nearly 30 years ago and continuing today, the NASA Advanced Supercomputing (NAS) facility at Ames Research Center has enabled remarkable breakthroughs in the space agency s science and engineering missions. Throughout this time, NAS experts have influenced the state-of-the-art in high-performance computing (HPC) and related technologies such as scientific visualization, system benchmarking, batch scheduling, and grid environments. We highlight the pioneering achievements and innovations originating from and made possible by NAS resources and know-how, from early supercomputing environment design and software development, to long-term simulation and analyses critical to design safe Space Shuttle operations and associated spinoff technologies, to the highly successful Kepler Mission s discovery of new planets now capturing the world s imagination.

  15. A method to improve visual similarity of breast masses for an interactive computer-aided diagnosis environment.

    PubMed

    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.

  16. 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.

  17. BasinVis 1.0: A MATLAB®-based program for sedimentary basin subsidence analysis and visualization

    NASA Astrophysics Data System (ADS)

    Lee, Eun Young; Novotny, Johannes; Wagreich, Michael

    2016-06-01

    Stratigraphic and structural mapping is important to understand the internal structure of sedimentary basins. Subsidence analysis provides significant insights for basin evolution. We designed a new software package to process and visualize stratigraphic setting and subsidence evolution of sedimentary basins from well data. BasinVis 1.0 is implemented in MATLAB®, a multi-paradigm numerical computing environment, and employs two numerical methods: interpolation and subsidence analysis. Five different interpolation methods (linear, natural, cubic spline, Kriging, and thin-plate spline) are provided in this program for surface modeling. The subsidence analysis consists of decompaction and backstripping techniques. BasinVis 1.0 incorporates five main processing steps; (1) setup (study area and stratigraphic units), (2) loading well data, (3) stratigraphic setting visualization, (4) subsidence parameter input, and (5) subsidence analysis and visualization. For in-depth analysis, our software provides cross-section and dip-slip fault backstripping tools. The graphical user interface guides users through the workflow and provides tools to analyze and export the results. Interpolation and subsidence results are cached to minimize redundant computations and improve the interactivity of the program. All 2D and 3D visualizations are created by using MATLAB plotting functions, which enables users to fine-tune the results using the full range of available plot options in MATLAB. We demonstrate all functions in a case study of Miocene sediment in the central Vienna Basin.

  18. Harnessing vision for computation.

    PubMed

    Changizi, Mark

    2008-01-01

    Might it be possible to harness the visual system to carry out artificial computations, somewhat akin to how DNA has been harnessed to carry out computation? I provide the beginnings of a research programme attempting to do this. In particular, new techniques are described for building 'visual circuits' (or 'visual software') using wire, NOT, OR, and AND gates in a visual 6modality such that our visual system acts as 'visual hardware' computing the circuit, and generating a resultant perception which is the output.

  19. Novel Models of Visual Topographic Map Alignment in the Superior Colliculus

    PubMed Central

    El-Ghazawi, Tarek A.; Triplett, Jason W.

    2016-01-01

    The establishment of precise neuronal connectivity during development is critical for sensing the external environment and informing appropriate behavioral responses. In the visual system, many connections are organized topographically, which preserves the spatial order of the visual scene. The superior colliculus (SC) is a midbrain nucleus that integrates visual inputs from the retina and primary visual cortex (V1) to regulate goal-directed eye movements. In the SC, topographically organized inputs from the retina and V1 must be aligned to facilitate integration. Previously, we showed that retinal input instructs the alignment of V1 inputs in the SC in a manner dependent on spontaneous neuronal activity; however, the mechanism of activity-dependent instruction remains unclear. To begin to address this gap, we developed two novel computational models of visual map alignment in the SC that incorporate distinct activity-dependent components. First, a Correlational Model assumes that V1 inputs achieve alignment with established retinal inputs through simple correlative firing mechanisms. A second Integrational Model assumes that V1 inputs contribute to the firing of SC neurons during alignment. Both models accurately replicate in vivo findings in wild type, transgenic and combination mutant mouse models, suggesting either activity-dependent mechanism is plausible. In silico experiments reveal distinct behaviors in response to weakening retinal drive, providing insight into the nature of the system governing map alignment depending on the activity-dependent strategy utilized. Overall, we describe novel computational frameworks of visual map alignment that accurately model many aspects of the in vivo process and propose experiments to test them. PMID:28027309

  20. 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.

  1. ePMV embeds molecular modeling into professional animation software environments.

    PubMed

    Johnson, Graham T; Autin, Ludovic; Goodsell, David S; Sanner, Michel F; Olson, Arthur J

    2011-03-09

    Increasingly complex research has made it more difficult to prepare data for publication, education, and outreach. Many scientists must also wade through black-box code to interface computational algorithms from diverse sources to supplement their bench work. To reduce these barriers we have developed an open-source plug-in, embedded Python Molecular Viewer (ePMV), that runs molecular modeling software directly inside of professional 3D animation applications (hosts) to provide simultaneous access to the capabilities of these newly connected systems. Uniting host and scientific algorithms into a single interface allows users from varied backgrounds to assemble professional quality visuals and to perform computational experiments with relative ease. By enabling easy exchange of algorithms, ePMV can facilitate interdisciplinary research, smooth communication between broadly diverse specialties, and provide a common platform to frame and visualize the increasingly detailed intersection(s) of cellular and molecular biology. Copyright © 2011 Elsevier Ltd. All rights reserved.

  2. ePMV Embeds Molecular Modeling into Professional Animation Software Environments

    PubMed Central

    Johnson, Graham T.; Autin, Ludovic; Goodsell, David S.; Sanner, Michel F.; Olson, Arthur J.

    2011-01-01

    SUMMARY Increasingly complex research has made it more difficult to prepare data for publication, education, and outreach. Many scientists must also wade through black-box code to interface computational algorithms from diverse sources to supplement their bench work. To reduce these barriers, we have developed an open-source plug-in, embedded Python Molecular Viewer (ePMV), that runs molecular modeling software directly inside of professional 3D animation applications (hosts) to provide simultaneous access to the capabilities of these newly connected systems. Uniting host and scientific algorithms into a single interface allows users from varied backgrounds to assemble professional quality visuals and to perform computational experiments with relative ease. By enabling easy exchange of algorithms, ePMV can facilitate interdisciplinary research, smooth communication between broadly diverse specialties and provide a common platform to frame and visualize the increasingly detailed intersection(s) of cellular and molecular biology. PMID:21397181

  3. OpenKIM - Building a Knowledgebase of Interatomic Models

    NASA Astrophysics Data System (ADS)

    Bierbaum, Matthew; Tadmor, Ellad; Elliott, Ryan; Wennblom, Trevor; Alemi, Alexander; Chen, Yan-Jiun; Karls, Daniel; Ludvik, Adam; Sethna, James

    2014-03-01

    The Knowledgebase of Interatomic Models (KIM) is an effort by the computational materials community to provide a standard interface for the development, characterization, and use of interatomic potentials. The KIM project has developed an API between simulation codes and interatomic models written in several different languages including C, Fortran, and Python. This interface is already supported in popular simulation environments such as LAMMPS and ASE, giving quick access to over a hundred compatible potentials that have been contributed so far. To compare and characterize models, we have developed a computational processing pipeline which automatically runs a series of tests for each model in the system, such as phonon dispersion relations and elastic constant calculations. To view the data from these tests, we created a rich set of interactive visualization tools located online. Finally, we created a Web repository to store and share these potentials, tests, and visualizations which can be found at https://openkim.org along with futher information.

  4. Adaptation disrupts motion integration in the primate dorsal stream

    PubMed Central

    Patterson, Carlyn A.; Wissig, Stephanie C.; Kohn, Adam

    2014-01-01

    Summary Sensory systems adjust continuously to the environment. The effects of recent sensory experience—or adaptation—are typically assayed by recording in a relevant subcortical or cortical network. However, adaptation effects cannot be localized to a single, local network. Adjustments in one circuit or area will alter the input provided to others, with unclear consequences for computations implemented in the downstream circuit. Here we show that prolonged adaptation with drifting gratings, which alters responses in the early visual system, impedes the ability of area MT neurons to integrate motion signals in plaid stimuli. Perceptual experiments reveal a corresponding loss of plaid coherence. A simple computational model shows how the altered representation of motion signals in early cortex can derail integration in MT. Our results suggest that the effects of adaptation cascade through the visual system, derailing the downstream representation of distinct stimulus attributes. PMID:24507198

  5. AWE: Aviation Weather Data Visualization Environment

    NASA Technical Reports Server (NTRS)

    Spirkovska, Lilly; Lodha, Suresh K.

    2000-01-01

    The two official sources for aviation weather reports both provide weather information to a pilot in a textual format. A number of systems have recently become available to help pilots with the visualization task by providing much of the data graphically. However, two types of aviation weather data are still not being presented graphically. These are airport-specific current weather reports (known as meteorological observations, or METARs) and forecast weather reports (known as terminal area forecasts, or TAFs). Our system, Aviation Weather Environment (AWE), presents intuitive graphical displays for both METARs and TAFs, as well as winds aloft forecasts. We start with a computer-generated textual aviation weather briefing. We map this briefing onto a cartographic grid specific to the pilot's area of interest. The pilot is able to obtain aviation-specific weather for the entire area or for his specific route. The route, altitude, true airspeed, and proposed departure time can each be modified in AWE. Integral visual display of these three elements of weather reports makes AWE a useful planning tool, as well as a weather briefing tool.

  6. Assisting the visually impaired: obstacle detection and warning system by acoustic feedback.

    PubMed

    Rodríguez, Alberto; Yebes, J Javier; Alcantarilla, Pablo F; Bergasa, Luis M; Almazán, Javier; Cela, Andrés

    2012-12-17

    The aim of this article is focused on the design of an obstacle detection system for assisting visually impaired people. A dense disparity map is computed from the images of a stereo camera carried by the user. By using the dense disparity map, potential obstacles can be detected in 3D in indoor and outdoor scenarios. A ground plane estimation algorithm based on RANSAC plus filtering techniques allows the robust detection of the ground in every frame. A polar grid representation is proposed to account for the potential obstacles in the scene. The design is completed with acoustic feedback to assist visually impaired users while approaching obstacles. Beep sounds with different frequencies and repetitions inform the user about the presence of obstacles. Audio bone conducting technology is employed to play these sounds without interrupting the visually impaired user from hearing other important sounds from its local environment. A user study participated by four visually impaired volunteers supports the proposed system.

  7. Real-time tracking using stereo and motion: Visual perception for space robotics

    NASA Technical Reports Server (NTRS)

    Nishihara, H. Keith; Thomas, Hans; Huber, Eric; Reid, C. Ann

    1994-01-01

    The state-of-the-art in computing technology is rapidly attaining the performance necessary to implement many early vision algorithms at real-time rates. This new capability is helping to accelerate progress in vision research by improving our ability to evaluate the performance of algorithms in dynamic environments. In particular, we are becoming much more aware of the relative stability of various visual measurements in the presence of camera motion and system noise. This new processing speed is also allowing us to raise our sights toward accomplishing much higher-level processing tasks, such as figure-ground separation and active object tracking, in real-time. This paper describes a methodology for using early visual measurements to accomplish higher-level tasks; it then presents an overview of the high-speed accelerators developed at Teleos to support early visual measurements. The final section describes the successful deployment of a real-time vision system to provide visual perception for the Extravehicular Activity Helper/Retriever robotic system in tests aboard NASA's KC135 reduced gravity aircraft.

  8. Assisting the Visually Impaired: Obstacle Detection and Warning System by Acoustic Feedback

    PubMed Central

    Rodríguez, Alberto; Yebes, J. Javier; Alcantarilla, Pablo F.; Bergasa, Luis M.; Almazán, Javier; Cela, Andrés

    2012-01-01

    The aim of this article is focused on the design of an obstacle detection system for assisting visually impaired people. A dense disparity map is computed from the images of a stereo camera carried by the user. By using the dense disparity map, potential obstacles can be detected in 3D in indoor and outdoor scenarios. A ground plane estimation algorithm based on RANSAC plus filtering techniques allows the robust detection of the ground in every frame. A polar grid representation is proposed to account for the potential obstacles in the scene. The design is completed with acoustic feedback to assist visually impaired users while approaching obstacles. Beep sounds with different frequencies and repetitions inform the user about the presence of obstacles. Audio bone conducting technology is employed to play these sounds without interrupting the visually impaired user from hearing other important sounds from its local environment. A user study participated by four visually impaired volunteers supports the proposed system. PMID:23247413

  9. A Unified Air-Sea Visualization System: Survey on Gridding Structures

    NASA Technical Reports Server (NTRS)

    Anand, Harsh; Moorhead, Robert

    1995-01-01

    The goal is to develop a Unified Air-Sea Visualization System (UASVS) to enable the rapid fusion of observational, archival, and model data for verification and analysis. To design and develop UASVS, modelers were polled to determine the gridding structures and visualization systems used, and their needs with respect to visual analysis. A basic UASVS requirement is to allow a modeler to explore multiple data sets within a single environment, or to interpolate multiple datasets onto one unified grid. From this survey, the UASVS should be able to visualize 3D scalar/vector fields; render isosurfaces; visualize arbitrary slices of the 3D data; visualize data defined on spectral element grids with the minimum number of interpolation stages; render contours; produce 3D vector plots and streamlines; provide unified visualization of satellite images, observations and model output overlays; display the visualization on a projection of the users choice; implement functions so the user can derive diagnostic values; animate the data to see the time-evolution; animate ocean and atmosphere at different rates; store the record of cursor movement, smooth the path, and animate a window around the moving path; repeatedly start and stop the visual time-stepping; generate VHS tape animations; work on a variety of workstations; and allow visualization across clusters of workstations and scalable high performance computer systems.

  10. Real-time Visualization of Tissue Dynamics during Embryonic Development and Malignant Transformation

    NASA Astrophysics Data System (ADS)

    Yamada, Kenneth

    Tissues undergo dramatic changes in organization during embryonic development, as well as during cancer progression and invasion. Recent advances in microscopy now allow us to visualize and track directly the dynamic movements of tissues, their constituent cells, and cellular substructures. This behavior can now be visualized not only in regular tissue culture on flat surfaces (`2D' environments), but also in a variety of 3D environments that may provide physiological cues relevant to understanding dynamics within living organisms. Acquisition of imaging data using various microscopy modalities will provide rich opportunities for determining the roles of physical factors and for computational modeling of complex processes in living tissues. Direct visualization of real-time motility is providing insight into biology spanning multiple spatio-temporal scales. Many cells in our body are known to be in contact with connective tissue and other forms of extracellular matrix. They do so through microscopic cellular adhesions that bind to matrix proteins. In particular, fluorescence microscopy has revealed that cells dynamically probe and bend the matrix at the sites of cell adhesions, and that 3D matrix architecture, stiffness, and elasticity can each regulate migration of the cells. Conversely, cells remodel their local matrix as organs form or tumors invade. Cancer cells can invade tissues using microscopic protrusions that degrade the surrounding matrix; in this case, the local matrix protein concentration is more important for inducing the micro-invasive protrusions than stiffness. On the length scales of tissues, transiently high rates of individual cell movement appear to help establish organ architecture. In fact, isolated cells can self-organize to form tissue structures. In all of these cases, in-depth real-time visualization will ultimately provide the extensive data needed for computer modeling and for testing hypotheses in which physical forces interact closely with cell signaling to form organs or promote tumor invasion.

  11. Supporting High School Student Accomplishment of Biology Content Using Interactive Computer-Based Curricular Case Studies

    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.

  12. Perceptual Averaging in Individuals with Autism Spectrum Disorder.

    PubMed

    Corbett, Jennifer E; Venuti, Paola; Melcher, David

    2016-01-01

    There is mounting evidence that observers rely on statistical summaries of visual information to maintain stable and coherent perception. Sensitivity to the mean (or other prototypical value) of a visual feature (e.g., mean size) appears to be a pervasive process in human visual perception. Previous studies in individuals diagnosed with Autism Spectrum Disorder (ASD) have uncovered characteristic patterns of visual processing that suggest they may rely more on enhanced local representations of individual objects instead of computing such perceptual averages. To further explore the fundamental nature of abstract statistical representation in visual perception, we investigated perceptual averaging of mean size in a group of 12 high-functioning individuals diagnosed with ASD using simplified versions of two identification and adaptation tasks that elicited characteristic perceptual averaging effects in a control group of neurotypical participants. In Experiment 1, participants performed with above chance accuracy in recalling the mean size of a set of circles ( mean task ) despite poor accuracy in recalling individual circle sizes ( member task ). In Experiment 2, their judgments of single circle size were biased by mean size adaptation. Overall, these results suggest that individuals with ASD perceptually average information about sets of objects in the surrounding environment. Our results underscore the fundamental nature of perceptual averaging in vision, and further our understanding of how autistic individuals make sense of the external environment.

  13. Just-in-time Time Data Analytics and Visualization of Climate Simulations using the Bellerophon Framework

    NASA Astrophysics Data System (ADS)

    Anantharaj, V. G.; Venzke, J.; Lingerfelt, E.; Messer, B.

    2015-12-01

    Climate model simulations are used to understand the evolution and variability of earth's climate. Unfortunately, high-resolution multi-decadal climate simulations can take days to weeks to complete. Typically, the simulation results are not analyzed until the model runs have ended. During the course of the simulation, the output may be processed periodically to ensure that the model is preforming as expected. However, most of the data analytics and visualization are not performed until the simulation is finished. The lengthy time period needed for the completion of the simulation constrains the productivity of climate scientists. Our implementation of near real-time data visualization analytics capabilities allows scientists to monitor the progress of their simulations while the model is running. Our analytics software executes concurrently in a co-scheduling mode, monitoring data production. When new data are generated by the simulation, a co-scheduled data analytics job is submitted to render visualization artifacts of the latest results. These visualization output are automatically transferred to Bellerophon's data server located at ORNL's Compute and Data Environment for Science (CADES) where they are processed and archived into Bellerophon's database. During the course of the experiment, climate scientists can then use Bellerophon's graphical user interface to view animated plots and their associated metadata. The quick turnaround from the start of the simulation until the data are analyzed permits research decisions and projections to be made days or sometimes even weeks sooner than otherwise possible! The supercomputer resources used to run the simulation are unaffected by co-scheduling the data visualization jobs, so the model runs continuously while the data are visualized. Our just-in-time data visualization software looks to increase climate scientists' productivity as climate modeling moves into exascale era of computing.

  14. 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.

  15. An Advanced User Interface Approach for Complex Parameter Study Process Specification in the Information Power Grid

    NASA Technical Reports Server (NTRS)

    Yarrow, Maurice; McCann, Karen M.; Biswas, Rupak; VanderWijngaart, Rob; Yan, Jerry C. (Technical Monitor)

    2000-01-01

    The creation of parameter study suites has recently become a more challenging problem as the parameter studies have now become multi-tiered and the computational environment has become a supercomputer grid. The parameter spaces are vast, the individual problem sizes are getting larger, and researchers are now seeking to combine several successive stages of parameterization and computation. Simultaneously, grid-based computing offers great resource opportunity but at the expense of great difficulty of use. We present an approach to this problem which stresses intuitive visual design tools for parameter study creation and complex process specification, and also offers programming-free access to grid-based supercomputer resources and process automation.

  16. Modern Approaches to the Computation of the Probability of Target Detection in Cluttered Environments

    NASA Astrophysics Data System (ADS)

    Meitzler, Thomas J.

    The field of computer vision interacts with fields such as psychology, vision research, machine vision, psychophysics, mathematics, physics, and computer science. The focus of this thesis is new algorithms and methods for the computation of the probability of detection (Pd) of a target in a cluttered scene. The scene can be either a natural visual scene such as one sees with the naked eye (visual), or, a scene displayed on a monitor with the help of infrared sensors. The relative clutter and the temperature difference between the target and background (DeltaT) are defined and then used to calculate a relative signal -to-clutter ratio (SCR) from which the Pd is calculated for a target in a cluttered scene. It is shown how this definition can include many previous definitions of clutter and (DeltaT). Next, fuzzy and neural -fuzzy techniques are used to calculate the Pd and it is shown how these methods can give results that have a good correlation with experiment. The experimental design for actually measuring the Pd of a target by observers is described. Finally, wavelets are applied to the calculation of clutter and it is shown how this new definition of clutter based on wavelets can be used to compute the Pd of a target.

  17. View-Dependent Simplification of Arbitrary Polygonal Environments

    DTIC Science & Technology

    2006-01-01

    of backfacing nodes are not rendered [ Kumar 96]. 4.3 Triangle-Budget Simplification The screenspace error threshold and silhouette test allow the user...Greg Turk, and Dinesh Manocha for their invaluable guidance and support throughout this project. Funding for this work was provided by DARPA...Proceedings Visualization 95 , IEEE Computer Society Press (Atlanta, GA), 1995, pp. 296-303. [ Kumar 96] Kumar , Subodh, D. Manocha, W. Garrett, M. Lin

  18. 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.

  19. Synthetic Vision Systems

    NASA Technical Reports Server (NTRS)

    Prinzel, L.J.; Kramer, L.J.

    2009-01-01

    A synthetic vision system is an aircraft cockpit display technology that presents the visual environment external to the aircraft using computer-generated imagery in a manner analogous to how it would appear to the pilot if forward visibility were not restricted. The purpose of this chapter is to review the state of synthetic vision systems, and discuss selected human factors issues that should be considered when designing such displays.

  20. The Mark 3 Haploscope

    NASA Technical Reports Server (NTRS)

    Decker, T. A.; Williams, R. E.; Kuether, C. L.; Logar, N. D.; Wyman-Cornsweet, D.

    1975-01-01

    A computer-operated binocular vision testing device was developed as one part of a system designed for NASA to evaluate the visual function of astronauts during spaceflight. This particular device, called the Mark 3 Haploscope, employs semi-automated psychophysical test procedures to measure visual acuity, stereopsis, phoria, fixation disparity, refractive state and accommodation/convergence relationships. Test procedures are self-administered and can be used repeatedly without subject memorization. The Haploscope was designed as one module of the complete NASA Vision Testing System. However, it is capable of stand-alone operation. Moreover, the compactness and portability of the Haploscope make possible its use in a broad variety of testing environments.

  1. The effect of a computer-related ergonomic intervention program on learners in a school environment.

    PubMed

    Sellschop, Ingrid; Myezwa, Hellen; Mudzi, Witness; Mbambo-Kekana, Nonceba

    2015-01-01

    The interest in school ergonomic intervention programs and their effects on musculoskeletal pain is increasing around the world. The objective of this longitudinal randomized control trial was to implement and measure the effects of a computer-related ergonomics intervention on grade eight learners in a school environment in Johannesburg South Africa (a developing country). The sample comprised of a control group (n= 66) and an intervention group (n= 61). The outcome measures used were posture assessment using the Rapid Upper Limb Assessment tool (RULA) and the prevalence of musculoskeletal pain using a visual analogue scale (VAS). Measurements were done at baseline, three months and six months post intervention. The results showed that the posture of the intervention group changed significantly from an Action Level 4 to an Action level 2 and Action level 3, indicating a sustained improvement of learners' postural positions whilst using computers. The intervention group showed a significant reduction in the prevalence of musculoskeletal pain from 42.6% at baseline to 18% six months post intervention (p< 0.003). In conclusion, the results indicated that a computer-related intervention program for grade eight learners in a school environment is effective and that behavioural changes can be made that are sustainable over a period of six months.

  2. Python-Based Applications for Hydrogeological Modeling

    NASA Astrophysics Data System (ADS)

    Khambhammettu, P.

    2013-12-01

    Python is a general-purpose, high-level programming language whose design philosophy emphasizes code readability. Add-on packages supporting fast array computation (numpy), plotting (matplotlib), scientific /mathematical Functions (scipy), have resulted in a powerful ecosystem for scientists interested in exploratory data analysis, high-performance computing and data visualization. Three examples are provided to demonstrate the applicability of the Python environment in hydrogeological applications. Python programs were used to model an aquifer test and estimate aquifer parameters at a Superfund site. The aquifer test conducted at a Groundwater Circulation Well was modeled with the Python/FORTRAN-based TTIM Analytic Element Code. The aquifer parameters were estimated with PEST such that a good match was produced between the simulated and observed drawdowns. Python scripts were written to interface with PEST and visualize the results. A convolution-based approach was used to estimate source concentration histories based on observed concentrations at receptor locations. Unit Response Functions (URFs) that relate the receptor concentrations to a unit release at the source were derived with the ATRANS code. The impact of any releases at the source could then be estimated by convolving the source release history with the URFs. Python scripts were written to compute and visualize receptor concentrations for user-specified source histories. The framework provided a simple and elegant way to test various hypotheses about the site. A Python/FORTRAN-based program TYPECURVEGRID-Py was developed to compute and visualize groundwater elevations and drawdown through time in response to a regional uniform hydraulic gradient and the influence of pumping wells using either the Theis solution for a fully-confined aquifer or the Hantush-Jacob solution for a leaky confined aquifer. The program supports an arbitrary number of wells that can operate according to arbitrary schedules. The python wrapper invokes the underlying FORTRAN layer to compute transient groundwater elevations and processes this information to create time-series and 2D plots.

  3. Computer interfaces for the visually impaired

    NASA Technical Reports Server (NTRS)

    Higgins, Gerry

    1991-01-01

    Information access via computer terminals extends to blind and low vision persons employed in many technical and nontechnical disciplines. Two aspects are detailed of providing computer technology for persons with a vision related handicap. First, research into the most effective means of integrating existing adaptive technologies into information systems was made. This was conducted to integrate off the shelf products with adaptive equipment for cohesive integrated information processing systems. Details are included that describe the type of functionality required in software to facilitate its incorporation into a speech and/or braille system. The second aspect is research into providing audible and tactile interfaces to graphics based interfaces. Parameters are included for the design and development of the Mercator Project. The project will develop a prototype system for audible access to graphics based interfaces. The system is being built within the public domain architecture of X windows to show that it is possible to provide access to text based applications within a graphical environment. This information will be valuable to suppliers to ADP equipment since new legislation requires manufacturers to provide electronic access to the visually impaired.

  4. 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.

  5. Using animation quality metric to improve efficiency of global illumination computation for dynamic environments

    NASA Astrophysics Data System (ADS)

    Myszkowski, Karol; Tawara, Takehiro; Seidel, Hans-Peter

    2002-06-01

    In this paper, we consider applications of perception-based video quality metrics to improve the performance of global lighting computations for dynamic environments. For this purpose we extend the Visible Difference Predictor (VDP) developed by Daly to handle computer animations. We incorporate into the VDP the spatio-velocity CSF model developed by Kelly. The CSF model requires data on the velocity of moving patterns across the image plane. We use the 3D image warping technique to compensate for the camera motion, and we conservatively assume that the motion of animated objects (usually strong attractors of the visual attention) is fully compensated by the smooth pursuit eye motion. Our global illumination solution is based on stochastic photon tracing and takes advantage of temporal coherence of lighting distribution, by processing photons both in the spatial and temporal domains. The VDP is used to keep noise inherent in stochastic methods below the sensitivity level of the human observer. As a result a perceptually-consistent quality across all animation frames is obtained.

  6. The use of ambient audio to increase safety and immersion in location-based games

    NASA Astrophysics Data System (ADS)

    Kurczak, John Jason

    The purpose of this thesis is to propose an alternative type of interface for mobile software being used while walking or running. Our work addresses the problem of visual user interfaces for mobile software be- ing potentially unsafe for pedestrians, and not being very immersive when used for location-based games. In addition, location-based games and applications can be dif- ficult to develop when directly interfacing with the sensors used to track the user's location. These problems need to be addressed because portable computing devices are be- coming a popular tool for navigation, playing games, and accessing the internet while walking. This poses a safety problem for mobile users, who may be paying too much attention to their device to notice and react to hazards in their environment. The difficulty of developing location-based games and other location-aware applications may significantly hinder the prevalence of applications that explore new interaction techniques for ubiquitous computing. We created the TREC toolkit to address the issues with tracking sensors while developing location-based games and applications. We have developed functional location-based applications with TREC to demonstrate the amount of work that can be saved by using this toolkit. In order to have a safer and more immersive alternative to visual interfaces, we have developed ambient audio interfaces for use with mobile applications. Ambient audio uses continuous streams of sound over headphones to present information to mobile users without distracting them from walking safely. In order to test the effectiveness of ambient audio, we ran a study to compare ambient audio with handheld visual interfaces in a location-based game. We compared players' ability to safely navigate the environment, their sense of immersion in the game, and their performance at the in-game tasks. We found that ambient audio was able to significantly increase players' safety and sense of immersion compared to a visual interface, while players performed signifi- cantly better at the game tasks when using the visual interface. This makes ambient audio a legitimate alternative to visual interfaces for mobile users when safety and immersion are a priority.

  7. Toward Bridging the Mechanistic Gap Between Genes and Traits by Emphasizing the Role of Proteins in a Computational Environment

    NASA Astrophysics Data System (ADS)

    Haskel-Ittah, Michal; Yarden, Anat

    2017-12-01

    Previous studies have shown that students often ignore molecular mechanisms when describing genetic phenomena. Specifically, students tend to directly link genes to their encoded traits, ignoring the role of proteins as mediators in this process. We tested the ability of 10th grade students to connect genes to traits through proteins, using concept maps and reasoning questions. The context of this study was a computational learning environment developed specifically to foster this ability. This environment presents proteins as the mechanism-mediating genetic phenomena. We found that students' ability to connect genes, proteins, and traits, or to reason using this connection, was initially poor. However, significant improvement was obtained when using the learning environment. Our results suggest that visual representations of proteins' functions in the context of a specific trait contributed to this improvement. One significant aspect of these results is the indication that 10th graders are capable of accurately describing genetic phenomena and their underlying mechanisms, a task that has been shown to raise difficulties, even in higher grades of high school.

  8. 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.

  9. FAST User Guide

    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.

  10. A Lightweight Remote Parallel Visualization Platform for Interactive Massive Time-varying Climate Data Analysis

    NASA Astrophysics Data System (ADS)

    Li, J.; Zhang, T.; Huang, Q.; Liu, Q.

    2014-12-01

    Today's climate datasets are featured with large volume, high degree of spatiotemporal complexity and evolving fast overtime. As visualizing large volume distributed climate datasets is computationally intensive, traditional desktop based visualization applications fail to handle the computational intensity. Recently, scientists have developed remote visualization techniques to address the computational issue. Remote visualization techniques usually leverage server-side parallel computing capabilities to perform visualization tasks and deliver visualization results to clients through network. In this research, we aim to build a remote parallel visualization platform for visualizing and analyzing massive climate data. Our visualization platform was built based on Paraview, which is one of the most popular open source remote visualization and analysis applications. To further enhance the scalability and stability of the platform, we have employed cloud computing techniques to support the deployment of the platform. In this platform, all climate datasets are regular grid data which are stored in NetCDF format. Three types of data access methods are supported in the platform: accessing remote datasets provided by OpenDAP servers, accessing datasets hosted on the web visualization server and accessing local datasets. Despite different data access methods, all visualization tasks are completed at the server side to reduce the workload of clients. As a proof of concept, we have implemented a set of scientific visualization methods to show the feasibility of the platform. Preliminary results indicate that the framework can address the computation limitation of desktop based visualization applications.

  11. A design approach for small vision-based autonomous vehicles

    NASA Astrophysics Data System (ADS)

    Edwards, Barrett B.; Fife, Wade S.; Archibald, James K.; Lee, Dah-Jye; Wilde, Doran K.

    2006-10-01

    This paper describes the design of a small autonomous vehicle based on the Helios computing platform, a custom FPGA-based board capable of supporting on-board vision. Target applications for the Helios computing platform are those that require lightweight equipment and low power consumption. To demonstrate the capabilities of FPGAs in real-time control of autonomous vehicles, a 16 inch long R/C monster truck was outfitted with a Helios board. The platform provided by such a small vehicle is ideal for testing and development. The proof of concept application for this autonomous vehicle was a timed race through an environment with obstacles. Given the size restrictions of the vehicle and its operating environment, the only feasible on-board sensor is a small CMOS camera. The single video feed is therefore the only source of information from the surrounding environment. The image is then segmented and processed by custom logic in the FPGA that also controls direction and speed of the vehicle based on visual input.

  12. The use of virtual environments for percentage view analysis.

    PubMed

    Schofield, Damian; Cox, Christopher J B

    2005-09-01

    It is recognised that Visual Impact Assessment (VIA), unlike many other aspects of Environmental Impact Assessments (EIA), relies less upon measurement than upon experience and judgement. Hence, it is necessary for a more structured and consistent approach towards VIA, reducing the amount of bias and subjectivity. For proposed developments, there are very few quantitative techniques for the evaluation of visibility, and these existing methods can be highly inaccurate and time consuming. Percentage view changes are one of the few quantitative techniques, and the use of computer technology can reduce the inaccuracy and the time spent evaluating the visibility of either existing or proposed developments. For over 10 years, research work undertaken by the authors at the University of Nottingham has employed Computer Graphics (CG) and Virtual Reality (VR) in civilian and industrial contexts for environmental planning, design visualisation, accident reconstruction, risk analysis, data visualisation and training simulators. This paper describes a method to quantitatively assess the visual impact of proposed developments on the landscape using CG techniques. This method allows the determination of accurate percentage view changes with the use of a computer-generated model of the environment and the application of specialist software that has been developed at the University of Nottingham. The principles are easy to understand and therefore planners, authorisation agencies and members of the public can use and understand the results. A case study is shown to demonstrate the application and the capabilities of the technology.

  13. Tachistoscopic illumination and masking of real scenes

    PubMed Central

    Chichka, David; Philbeck, John W.; Gajewski, Daniel A.

    2014-01-01

    Tachistoscopic presentation of scenes has been valuable for studying the emerging properties of visual scene representations. The spatial aspects of this work have generally been focused on the conceptual locations (e.g., next to the refrigerator) and the directional locations of objects in 2D arrays and/or images. Less is known about how the perceived egocentric distance of objects develops. Here we describe a novel system for presenting brief glimpses of a real-world environment, followed by a mask. The system includes projectors with mechanical shutters for projecting the fixation and masking images, a set of LED floodlights for illuminating the environment, and computer-controlled electronics to set the timing and initiate the process. Because a real environment is used, most visual distance and depth cues may be manipulated using traditional methods. The system is inexpensive, robust, and its components are readily available in the marketplace. This paper describes the system and the timing characteristics of each component. Verification of the ability to control exposure to time scales as low as a few milliseconds is demonstrated. PMID:24519496

  14. Feature integration and object representations along the dorsal stream visual hierarchy

    PubMed Central

    Perry, Carolyn Jeane; Fallah, Mazyar

    2014-01-01

    The visual system is split into two processing streams: a ventral stream that receives color and form information and a dorsal stream that receives motion information. Each stream processes that information hierarchically, with each stage building upon the previous. In the ventral stream this leads to the formation of object representations that ultimately allow for object recognition regardless of changes in the surrounding environment. In the dorsal stream, this hierarchical processing has classically been thought to lead to the computation of complex motion in three dimensions. However, there is evidence to suggest that there is integration of both dorsal and ventral stream information into motion computation processes, giving rise to intermediate object representations, which facilitate object selection and decision making mechanisms in the dorsal stream. First we review the hierarchical processing of motion along the dorsal stream and the building up of object representations along the ventral stream. Then we discuss recent work on the integration of ventral and dorsal stream features that lead to intermediate object representations in the dorsal stream. Finally we propose a framework describing how and at what stage different features are integrated into dorsal visual stream object representations. Determining the integration of features along the dorsal stream is necessary to understand not only how the dorsal stream builds up an object representation but also which computations are performed on object representations instead of local features. PMID:25140147

  15. Neural codes of seeing architectural styles

    PubMed Central

    Choo, Heeyoung; Nasar, Jack L.; Nikrahei, Bardia; Walther, Dirk B.

    2017-01-01

    Images of iconic buildings, such as the CN Tower, instantly transport us to specific places, such as Toronto. Despite the substantial impact of architectural design on people’s visual experience of built environments, we know little about its neural representation in the human brain. In the present study, we have found patterns of neural activity associated with specific architectural styles in several high-level visual brain regions, but not in primary visual cortex (V1). This finding suggests that the neural correlates of the visual perception of architectural styles stem from style-specific complex visual structure beyond the simple features computed in V1. Surprisingly, the network of brain regions representing architectural styles included the fusiform face area (FFA) in addition to several scene-selective regions. Hierarchical clustering of error patterns further revealed that the FFA participated to a much larger extent in the neural encoding of architectural styles than entry-level scene categories. We conclude that the FFA is involved in fine-grained neural encoding of scenes at a subordinate-level, in our case, architectural styles of buildings. This study for the first time shows how the human visual system encodes visual aspects of architecture, one of the predominant and longest-lasting artefacts of human culture. PMID:28071765

  16. Neural codes of seeing architectural styles.

    PubMed

    Choo, Heeyoung; Nasar, Jack L; Nikrahei, Bardia; Walther, Dirk B

    2017-01-10

    Images of iconic buildings, such as the CN Tower, instantly transport us to specific places, such as Toronto. Despite the substantial impact of architectural design on people's visual experience of built environments, we know little about its neural representation in the human brain. In the present study, we have found patterns of neural activity associated with specific architectural styles in several high-level visual brain regions, but not in primary visual cortex (V1). This finding suggests that the neural correlates of the visual perception of architectural styles stem from style-specific complex visual structure beyond the simple features computed in V1. Surprisingly, the network of brain regions representing architectural styles included the fusiform face area (FFA) in addition to several scene-selective regions. Hierarchical clustering of error patterns further revealed that the FFA participated to a much larger extent in the neural encoding of architectural styles than entry-level scene categories. We conclude that the FFA is involved in fine-grained neural encoding of scenes at a subordinate-level, in our case, architectural styles of buildings. This study for the first time shows how the human visual system encodes visual aspects of architecture, one of the predominant and longest-lasting artefacts of human culture.

  17. 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.

  18. NASA Virtual Glovebox: An Immersive Virtual Desktop Environment for Training Astronauts in Life Science Experiments

    NASA Technical Reports Server (NTRS)

    Twombly, I. Alexander; Smith, Jeffrey; Bruyns, Cynthia; Montgomery, Kevin; Boyle, Richard

    2003-01-01

    The International Space Station will soon provide an unparalleled research facility for studying the near- and longer-term effects of microgravity on living systems. Using the Space Station Glovebox Facility - a compact, fully contained reach-in environment - astronauts will conduct technically challenging life sciences experiments. Virtual environment technologies are being developed at NASA Ames Research Center to help realize the scientific potential of this unique resource by facilitating the experimental hardware and protocol designs and by assisting the astronauts in training. The Virtual GloveboX (VGX) integrates high-fidelity graphics, force-feedback devices and real- time computer simulation engines to achieve an immersive training environment. Here, we describe the prototype VGX system, the distributed processing architecture used in the simulation environment, and modifications to the visualization pipeline required to accommodate the display configuration.

  19. The Climate-G testbed: towards a large scale data sharing environment for climate change

    NASA Astrophysics Data System (ADS)

    Aloisio, G.; Fiore, S.; Denvil, S.; Petitdidier, M.; Fox, P.; Schwichtenberg, H.; Blower, J.; Barbera, R.

    2009-04-01

    The Climate-G testbed provides an experimental large scale data environment for climate change addressing challenging data and metadata management issues. The main scope of Climate-G is to allow scientists to carry out geographical and cross-institutional climate data discovery, access, visualization and sharing. Climate-G is a multidisciplinary collaboration involving both climate and computer scientists and it currently involves several partners such as: Centro Euro-Mediterraneo per i Cambiamenti Climatici (CMCC), Institut Pierre-Simon Laplace (IPSL), Fraunhofer Institut für Algorithmen und Wissenschaftliches Rechnen (SCAI), National Center for Atmospheric Research (NCAR), University of Reading, University of Catania and University of Salento. To perform distributed metadata search and discovery, we adopted a CMCC metadata solution (which provides a high level of scalability, transparency, fault tolerance and autonomy) leveraging both on P2P and grid technologies (GRelC Data Access and Integration Service). Moreover, data are available through OPeNDAP/THREDDS services, Live Access Server as well as the OGC compliant Web Map Service and they can be downloaded, visualized, accessed into the proposed environment through the Climate-G Data Distribution Centre (DDC), the web gateway to the Climate-G digital library. The DDC is a data-grid portal allowing users to easily, securely and transparently perform search/discovery, metadata management, data access, data visualization, etc. Godiva2 (integrated into the DDC) displays 2D maps (and animations) and also exports maps for display on the Google Earth virtual globe. Presently, Climate-G publishes (through the DDC) about 2TB of data related to the ENSEMBLES project (also including distributed replicas of data) as well as to the IPCC AR4. The main results of the proposed work are: wide data access/sharing environment for climate change; P2P/grid metadata approach; production-level Climate-G DDC; high quality tools for data visualization; metadata search/discovery across several countries/institutions; open environment for climate change data sharing.

  20. Modeling Computer Communication Networks in a Realistic 3D Environment

    DTIC Science & Technology

    2010-03-01

    50 2. Comparison of visualization tools . . . . . . . . . . . . . . . . . 75 xi List of Abbreviations Abbreviation Page 2D two-dimensional...International Conference on, 77 –84, 2001. 20. National Defense and the Canadian Forces. “Joint Fires Support”. URL http: //www.cfd-cdf.forces.gc.ca/sites/ page ...UNLIMITED. Report Documentation Page Form ApprovedOMB No. 0704-0188 Public reporting burden for the collection of information is estimated to average 1 hour

  1. 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

  2. eLoom and Flatland: specification, simulation and visualization engines for the study of arbitrary hierarchical neural architectures.

    PubMed

    Caudell, Thomas P; Xiao, Yunhai; Healy, Michael J

    2003-01-01

    eLoom is an open source graph simulation software tool, developed at the University of New Mexico (UNM), that enables users to specify and simulate neural network models. Its specification language and libraries enables users to construct and simulate arbitrary, potentially hierarchical network structures on serial and parallel processing systems. In addition, eLoom is integrated with UNM's Flatland, an open source virtual environments development tool to provide real-time visualizations of the network structure and activity. Visualization is a useful method for understanding both learning and computation in artificial neural networks. Through 3D animated pictorially representations of the state and flow of information in the network, a better understanding of network functionality is achieved. ART-1, LAPART-II, MLP, and SOM neural networks are presented to illustrate eLoom and Flatland's capabilities.

  3. Computer Vision Syndrome.

    PubMed

    Randolph, Susan A

    2017-07-01

    With the increased use of electronic devices with visual displays, computer vision syndrome is becoming a major public health issue. Improving the visual status of workers using computers results in greater productivity in the workplace and improved visual comfort.

  4. Visual-conformal display format for helicopter guidance

    NASA Astrophysics Data System (ADS)

    Doehler, H.-U.; Schmerwitz, Sven; Lueken, Thomas

    2014-06-01

    Helicopter guidance in situations where natural vision is reduced is still a challenging task. Beside new available sensors, which are able to "see" through darkness, fog and dust, display technology remains one of the key issues of pilot assistance systems. As long as we have pilots within aircraft cockpits, we have to keep them informed about the outside situation. "Situational awareness" of humans is mainly powered by their visual channel. Therefore, display systems which are able to cross-fade seamless from natural vision to artificial computer vision and vice versa, are of greatest interest within this context. Helmet-mounted displays (HMD) have this property when they apply a head-tracker for measuring the pilot's head orientation relative to the aircraft reference frame. Together with the aircraft's position and orientation relative to the world's reference frame, the on-board graphics computer can generate images which are perfectly aligned with the outside world. We call image elements which match the outside world, "visual-conformal". Published display formats for helicopter guidance in degraded visual environment apply mostly 2D-symbologies which stay far behind from what is possible. We propose a perspective 3D-symbology for a head-tracked HMD which shows as much as possible visual-conformal elements. We implemented and tested our proposal within our fixed based cockpit simulator as well as in our flying helicopter simulator (FHS). Recently conducted simulation trials with experienced helicopter pilots give some first evaluation results of our proposal.

  5. Public Computer Assisted Learning Facilities for Children with Visual Impairment: Universal Design for Inclusive Learning

    ERIC Educational Resources Information Center

    Siu, Kin Wai Michael; Lam, Mei Seung

    2012-01-01

    Although computer assisted learning (CAL) is becoming increasingly popular, people with visual impairment face greater difficulty in accessing computer-assisted learning facilities. This is primarily because most of the current CAL facilities are not visually impaired friendly. People with visual impairment also do not normally have access to…

  6. Computer Skill Acquisition and Retention: The Effects of Computer-Aided Self-Explanation

    ERIC Educational Resources Information Center

    Chi, Tai-Yin

    2016-01-01

    This research presents an experimental study to determine to what extent computer skill learners can benefit from generating self-explanation with the aid of different computer-based visualization technologies. Self-explanation was stimulated with dynamic visualization (Screencast), static visualization (Screenshot), or verbal instructions only,…

  7. Google Earth Engine

    NASA Astrophysics Data System (ADS)

    Gorelick, Noel

    2013-04-01

    The Google Earth Engine platform is a system designed to enable petabyte-scale, scientific analysis and visualization of geospatial datasets. Earth Engine provides a consolidated environment including a massive data catalog co-located with thousands of computers for analysis. The user-friendly front-end provides a workbench environment to allow interactive data and algorithm development and exploration and provides a convenient mechanism for scientists to share data, visualizations and analytic algorithms via URLs. The Earth Engine data catalog contains a wide variety of popular, curated datasets, including the world's largest online collection of Landsat scenes (> 2.0M), numerous MODIS collections, and many vector-based data sets. The platform provides a uniform access mechanism to a variety of data types, independent of their bands, projection, bit-depth, resolution, etc..., facilitating easy multi-sensor analysis. Additionally, a user is able to add and curate their own data and collections. Using a just-in-time, distributed computation model, Earth Engine can rapidly process enormous quantities of geo-spatial data. All computation is performed lazily; nothing is computed until it's required either for output or as input to another step. This model allows real-time feedback and preview during algorithm development, supporting a rapid algorithm development, test, and improvement cycle that scales seamlessly to large-scale production data processing. Through integration with a variety of other services, Earth Engine is able to bring to bear considerable analytic and technical firepower in a transparent fashion, including: AI-based classification via integration with Google's machine learning infrastructure, publishing and distribution at Google scale through integration with the Google Maps API, Maps Engine and Google Earth, and support for in-the-field activities such as validation, ground-truthing, crowd-sourcing and citizen science though the Android Open Data Kit.

  8. Google Earth Engine

    NASA Astrophysics Data System (ADS)

    Gorelick, N.

    2012-12-01

    The Google Earth Engine platform is a system designed to enable petabyte-scale, scientific analysis and visualization of geospatial datasets. Earth Engine provides a consolidated environment including a massive data catalog co-located with thousands of computers for analysis. The user-friendly front-end provides a workbench environment to allow interactive data and algorithm development and exploration and provides a convenient mechanism for scientists to share data, visualizations and analytic algorithms via URLs. The Earth Engine data catalog contains a wide variety of popular, curated datasets, including the world's largest online collection of Landsat scenes (> 2.0M), numerous MODIS collections, and many vector-based data sets. The platform provides a uniform access mechanism to a variety of data types, independent of their bands, projection, bit-depth, resolution, etc..., facilitating easy multi-sensor analysis. Additionally, a user is able to add and curate their own data and collections. Using a just-in-time, distributed computation model, Earth Engine can rapidly process enormous quantities of geo-spatial data. All computation is performed lazily; nothing is computed until it's required either for output or as input to another step. This model allows real-time feedback and preview during algorithm development, supporting a rapid algorithm development, test, and improvement cycle that scales seamlessly to large-scale production data processing. Through integration with a variety of other services, Earth Engine is able to bring to bear considerable analytic and technical firepower in a transparent fashion, including: AI-based classification via integration with Google's machine learning infrastructure, publishing and distribution at Google scale through integration with the Google Maps API, Maps Engine and Google Earth, and support for in-the-field activities such as validation, ground-truthing, crowd-sourcing and citizen science though the Android Open Data Kit.

  9. A Spiking Neural Network Based Cortex-Like Mechanism and Application to Facial Expression Recognition

    PubMed Central

    Fu, Si-Yao; Yang, Guo-Sheng; Kuai, Xin-Kai

    2012-01-01

    In this paper, we present a quantitative, highly structured cortex-simulated model, which can be simply described as feedforward, hierarchical simulation of ventral stream of visual cortex using biologically plausible, computationally convenient spiking neural network system. The motivation comes directly from recent pioneering works on detailed functional decomposition analysis of the feedforward pathway of the ventral stream of visual cortex and developments on artificial spiking neural networks (SNNs). By combining the logical structure of the cortical hierarchy and computing power of the spiking neuron model, a practical framework has been presented. As a proof of principle, we demonstrate our system on several facial expression recognition tasks. The proposed cortical-like feedforward hierarchy framework has the merit of capability of dealing with complicated pattern recognition problems, suggesting that, by combining the cognitive models with modern neurocomputational approaches, the neurosystematic approach to the study of cortex-like mechanism has the potential to extend our knowledge of brain mechanisms underlying the cognitive analysis and to advance theoretical models of how we recognize face or, more specifically, perceive other people's facial expression in a rich, dynamic, and complex environment, providing a new starting point for improved models of visual cortex-like mechanism. PMID:23193391

  10. A spiking neural network based cortex-like mechanism and application to facial expression recognition.

    PubMed

    Fu, Si-Yao; Yang, Guo-Sheng; Kuai, Xin-Kai

    2012-01-01

    In this paper, we present a quantitative, highly structured cortex-simulated model, which can be simply described as feedforward, hierarchical simulation of ventral stream of visual cortex using biologically plausible, computationally convenient spiking neural network system. The motivation comes directly from recent pioneering works on detailed functional decomposition analysis of the feedforward pathway of the ventral stream of visual cortex and developments on artificial spiking neural networks (SNNs). By combining the logical structure of the cortical hierarchy and computing power of the spiking neuron model, a practical framework has been presented. As a proof of principle, we demonstrate our system on several facial expression recognition tasks. The proposed cortical-like feedforward hierarchy framework has the merit of capability of dealing with complicated pattern recognition problems, suggesting that, by combining the cognitive models with modern neurocomputational approaches, the neurosystematic approach to the study of cortex-like mechanism has the potential to extend our knowledge of brain mechanisms underlying the cognitive analysis and to advance theoretical models of how we recognize face or, more specifically, perceive other people's facial expression in a rich, dynamic, and complex environment, providing a new starting point for improved models of visual cortex-like mechanism.

  11. 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.

  12. Social effects of an anthropomorphic help agent: humans versus computers.

    PubMed

    David, Prabu; Lu, Tingting; Kline, Susan; Cai, Li

    2007-06-01

    The purpose of this study was to examine perceptions of fairness of a computer-administered quiz as a function of the anthropomorphic features of the help agent offered within the quiz environment. The addition of simple anthropomorphic cues to a computer help agent reduced the perceived friendliness of the agent, perceived intelligence of the agent, and the perceived fairness of the quiz. These differences were observed only for male anthropomorphic cues, but not for female anthropomorphic cues. The results were not explained by the social attraction of the anthropomorphic agents used in the quiz or by gender identification with the agents. Priming of visual cues provides the best account of the data. Practical implications of the study are discussed.

  13. Image communication scheme based on dynamic visual cryptography and computer generated holography

    NASA Astrophysics Data System (ADS)

    Palevicius, Paulius; Ragulskis, Minvydas

    2015-01-01

    Computer generated holograms are often exploited to implement optical encryption schemes. This paper proposes the integration of dynamic visual cryptography (an optical technique based on the interplay of visual cryptography and time-averaging geometric moiré) with Gerchberg-Saxton algorithm. A stochastic moiré grating is used to embed the secret into a single cover image. The secret can be visually decoded by a naked eye if only the amplitude of harmonic oscillations corresponds to an accurately preselected value. The proposed visual image encryption scheme is based on computer generated holography, optical time-averaging moiré and principles of dynamic visual cryptography. Dynamic visual cryptography is used both for the initial encryption of the secret image and for the final decryption. Phase data of the encrypted image are computed by using Gerchberg-Saxton algorithm. The optical image is decrypted using the computationally reconstructed field of amplitudes.

  14. 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.

  15. Advanced Architectures for Astrophysical Supercomputing

    NASA Astrophysics Data System (ADS)

    Barsdell, B. R.; Barnes, D. G.; Fluke, C. J.

    2010-12-01

    Astronomers have come to rely on the increasing performance of computers to reduce, analyze, simulate and visualize their data. In this environment, faster computation can mean more science outcomes or the opening up of new parameter spaces for investigation. If we are to avoid major issues when implementing codes on advanced architectures, it is important that we have a solid understanding of our algorithms. A recent addition to the high-performance computing scene that highlights this point is the graphics processing unit (GPU). The hardware originally designed for speeding-up graphics rendering in video games is now achieving speed-ups of O(100×) in general-purpose computation - performance that cannot be ignored. We are using a generalized approach, based on the analysis of astronomy algorithms, to identify the optimal problem-types and techniques for taking advantage of both current GPU hardware and future developments in computing architectures.

  16. Cloudy Solar Software - Enhanced Capabilities for Finding, Pre-processing, and Visualizing Solar Data

    NASA Astrophysics Data System (ADS)

    Istvan Etesi, Laszlo; Tolbert, K.; Schwartz, R.; Zarro, D.; Dennis, B.; Csillaghy, A.

    2010-05-01

    In our project "Extending the Virtual Solar Observatory (VSO)” we have combined some of the features available in Solar Software (SSW) to produce an integrated environment for data analysis, supporting the complete workflow from data location, retrieval, preparation, and analysis to creating publication-quality figures. Our goal is an integrated analysis experience in IDL, easy-to-use but flexible enough to allow more sophisticated procedures such as multi-instrument analysis. To that end, we have made the transition from a locally oriented setting where all the analysis is done on the user's computer, to an extended analysis environment where IDL has access to services available on the Internet. We have implemented a form of Cloud Computing that uses the VSO search and a new data retrieval and pre-processing server (PrepServer) that provides remote execution of instrument-specific data preparation. We have incorporated the interfaces to the VSO search and the PrepServer into an IDL widget (SHOW_SYNOP) that provides user-friendly searching and downloading of raw solar data and optionally sends search results for pre-processing to the PrepServer prior to downloading the data. The raw and pre-processed data can be displayed with our plotting suite, PLOTMAN, which can handle different data types (light curves, images, and spectra) and perform basic data operations such as zooming, image overlays, solar rotation, etc. PLOTMAN is highly configurable and suited for visual data analysis and for creating publishable figures. PLOTMAN and SHOW_SYNOP work hand-in-hand for a convenient working environment. Our environment supports a growing number of solar instruments that currently includes RHESSI, SOHO/EIT, TRACE, SECCHI/EUVI, HINODE/XRT, and HINODE/EIS.

  17. Enabling Discoveries in Earth Sciences Through the Geosciences Network (GEON)

    NASA Astrophysics Data System (ADS)

    Seber, D.; Baru, C.; Memon, A.; Lin, K.; Youn, C.

    2005-12-01

    Taking advantage of the state-of-the-art information technology resources GEON researchers are building a cyberinfrastructure designed to enable data sharing, semantic data integration, high-end computations and 4D visualization in easy-to-use web-based environments. The GEON Network currently allows users to search and register Earth science resources such as data sets (GIS layers, GMT files, geoTIFF images, ASCII files, relational databases etc), software applications or ontologies. Portal based access mechanisms enable developers to built dynamic user interfaces to conduct advanced processing and modeling efforts across distributed computers and supercomputers. Researchers and educators can access the networked resources through the GEON portal and its portlets that were developed to conduct better and more comprehensive science and educational studies. For example, the SYNSEIS portlet in GEON enables users to access in near-real time seismic waveforms from the IRIS Data Management Center, easily build a 3D geologic model within the area of the seismic station(s) and the epicenter and perform a 3D synthetic seismogram analysis to understand the lithospheric structure and earthquake source parameters for any given earthquake in the US. Similarly, GEON's workbench area enables users to create their own work environment and copy, visualize and analyze any data sets within the network, and create subsets of the data sets for their own purposes. Since all these resources are built as part of a Service-oriented Architecture (SOA), they are also used in other development platforms. One such platform is Kepler Workflow system which can access web service based resources and provides users with graphical programming interfaces to build a model to conduct computations and/or visualization efforts using the networked resources. Developments in the area of semantic integration of the networked datasets continue to advance and prototype studies can be accessed via the GEON portal at www.geongrid.org

  18. Computer-Based Tutoring of Visual Concepts: From Novice to Experts.

    ERIC Educational Resources Information Center

    Sharples, Mike

    1991-01-01

    Description of ways in which computers might be used to teach visual concepts discusses hypermedia systems; describes computer-generated tutorials; explains the use of computers to create learning aids such as concept maps, feature spaces, and structural models; and gives examples of visual concept teaching in medical education. (10 references)…

  19. Deep hierarchies in the primate visual cortex: what can we learn for computer vision?

    PubMed

    Krüger, Norbert; Janssen, Peter; Kalkan, Sinan; Lappe, Markus; Leonardis, Ales; Piater, Justus; Rodríguez-Sánchez, Antonio J; Wiskott, Laurenz

    2013-08-01

    Computational modeling of the primate visual system yields insights of potential relevance to some of the challenges that computer vision is facing, such as object recognition and categorization, motion detection and activity recognition, or vision-based navigation and manipulation. This paper reviews some functional principles and structures that are generally thought to underlie the primate visual cortex, and attempts to extract biological principles that could further advance computer vision research. Organized for a computer vision audience, we present functional principles of the processing hierarchies present in the primate visual system considering recent discoveries in neurophysiology. The hierarchical processing in the primate visual system is characterized by a sequence of different levels of processing (on the order of 10) that constitute a deep hierarchy in contrast to the flat vision architectures predominantly used in today's mainstream computer vision. We hope that the functional description of the deep hierarchies realized in the primate visual system provides valuable insights for the design of computer vision algorithms, fostering increasingly productive interaction between biological and computer vision research.

  20. SAVA 3: A testbed for integration and control of visual processes

    NASA Technical Reports Server (NTRS)

    Crowley, James L.; Christensen, Henrik

    1994-01-01

    The development of an experimental test-bed to investigate the integration and control of perception in a continuously operating vision system is described. The test-bed integrates a 12 axis robotic stereo camera head mounted on a mobile robot, dedicated computer boards for real-time image acquisition and processing, and a distributed system for image description. The architecture was designed to: (1) be continuously operating, (2) integrate software contributions from geographically dispersed laboratories, (3) integrate description of the environment with 2D measurements, 3D models, and recognition of objects, (4) capable of supporting diverse experiments in gaze control, visual servoing, navigation, and object surveillance, and (5) dynamically reconfiguarable.

  1. Unipro UGENE: a unified bioinformatics toolkit.

    PubMed

    Okonechnikov, Konstantin; Golosova, Olga; Fursov, Mikhail

    2012-04-15

    Unipro UGENE is a multiplatform open-source software with the main goal of assisting molecular biologists without much expertise in bioinformatics to manage, analyze and visualize their data. UGENE integrates widely used bioinformatics tools within a common user interface. The toolkit supports multiple biological data formats and allows the retrieval of data from remote data sources. It provides visualization modules for biological objects such as annotated genome sequences, Next Generation Sequencing (NGS) assembly data, multiple sequence alignments, phylogenetic trees and 3D structures. Most of the integrated algorithms are tuned for maximum performance by the usage of multithreading and special processor instructions. UGENE includes a visual environment for creating reusable workflows that can be launched on local resources or in a High Performance Computing (HPC) environment. UGENE is written in C++ using the Qt framework. The built-in plugin system and structured UGENE API make it possible to extend the toolkit with new functionality. UGENE binaries are freely available for MS Windows, Linux and Mac OS X at http://ugene.unipro.ru/download.html. UGENE code is licensed under the GPLv2; the information about the code licensing and copyright of integrated tools can be found in the LICENSE.3rd_party file provided with the source bundle.

  2. FUNCTIONAL ASSESSMENT OF A CAMERA PHONE-BASED WAYFINDING SYSTEM OPERATED BY BLIND AND VISUALLY IMPAIRED USERS

    PubMed Central

    COUGHLAN, JAMES; MANDUCHI, ROBERTO

    2009-01-01

    We describe a wayfinding system for blind and visually impaired persons that uses a camera phone to determine the user's location with respect to color markers, posted at locations of interest (such as offices), which are automatically detected by the phone. The color marker signs are specially designed to be detected in real time in cluttered environments using computer vision software running on the phone; a novel segmentation algorithm quickly locates the borders of the color marker in each image, which allows the system to calculate how far the marker is from the phone. We present a model of how the user's scanning strategy (i.e. how he/she pans the phone left and right to find color markers) affects the system's ability to detect color markers given the limitations imposed by motion blur, which is always a possibility whenever a camera is in motion. Finally, we describe experiments with our system tested by blind and visually impaired volunteers, demonstrating their ability to reliably use the system to find locations designated by color markers in a variety of indoor and outdoor environments, and elucidating which search strategies were most effective for users. PMID:19960101

  3. FUNCTIONAL ASSESSMENT OF A CAMERA PHONE-BASED WAYFINDING SYSTEM OPERATED BY BLIND AND VISUALLY IMPAIRED USERS.

    PubMed

    Coughlan, James; Manduchi, Roberto

    2009-06-01

    We describe a wayfinding system for blind and visually impaired persons that uses a camera phone to determine the user's location with respect to color markers, posted at locations of interest (such as offices), which are automatically detected by the phone. The color marker signs are specially designed to be detected in real time in cluttered environments using computer vision software running on the phone; a novel segmentation algorithm quickly locates the borders of the color marker in each image, which allows the system to calculate how far the marker is from the phone. We present a model of how the user's scanning strategy (i.e. how he/she pans the phone left and right to find color markers) affects the system's ability to detect color markers given the limitations imposed by motion blur, which is always a possibility whenever a camera is in motion. Finally, we describe experiments with our system tested by blind and visually impaired volunteers, demonstrating their ability to reliably use the system to find locations designated by color markers in a variety of indoor and outdoor environments, and elucidating which search strategies were most effective for users.

  4. Visual Memories Bypass Normalization.

    PubMed

    Bloem, Ilona M; Watanabe, Yurika L; Kibbe, Melissa M; Ling, Sam

    2018-05-01

    How distinct are visual memory representations from visual perception? Although evidence suggests that briefly remembered stimuli are represented within early visual cortices, the degree to which these memory traces resemble true visual representations remains something of a mystery. Here, we tested whether both visual memory and perception succumb to a seemingly ubiquitous neural computation: normalization. Observers were asked to remember the contrast of visual stimuli, which were pitted against each other to promote normalization either in perception or in visual memory. Our results revealed robust normalization between visual representations in perception, yet no signature of normalization occurring between working memory stores-neither between representations in memory nor between memory representations and visual inputs. These results provide unique insight into the nature of visual memory representations, illustrating that visual memory representations follow a different set of computational rules, bypassing normalization, a canonical visual computation.

  5. Visual Memories Bypass Normalization

    PubMed Central

    Bloem, Ilona M.; Watanabe, Yurika L.; Kibbe, Melissa M.; Ling, Sam

    2018-01-01

    How distinct are visual memory representations from visual perception? Although evidence suggests that briefly remembered stimuli are represented within early visual cortices, the degree to which these memory traces resemble true visual representations remains something of a mystery. Here, we tested whether both visual memory and perception succumb to a seemingly ubiquitous neural computation: normalization. Observers were asked to remember the contrast of visual stimuli, which were pitted against each other to promote normalization either in perception or in visual memory. Our results revealed robust normalization between visual representations in perception, yet no signature of normalization occurring between working memory stores—neither between representations in memory nor between memory representations and visual inputs. These results provide unique insight into the nature of visual memory representations, illustrating that visual memory representations follow a different set of computational rules, bypassing normalization, a canonical visual computation. PMID:29596038

  6. Software applications to three-dimensional visualization of forest landscapes -- A case study demontrating the use of visual nature studio (VNS) in visualizing fire spread in forest landscapes

    Treesearch

    Brian J. Williams; Bo Song; Chou Chiao-Ying; Thomas M. Williams; John Hom

    2010-01-01

    Three-dimensional (3D) visualization is a useful tool that depicts virtual forest landscapes on computer. Previous studies in visualization have required high end computer hardware and specialized technical skills. A virtual forest landscape can be used to show different effects of disturbances and management scenarios on a computer, which allows observation of forest...

  7. Computer use, symptoms, and quality of life.

    PubMed

    Hayes, John R; Sheedy, James E; Stelmack, Joan A; Heaney, Catherine A

    2007-08-01

    To model the effects of computer use on reported visual and physical symptoms and to measure the effects upon quality of life measures. A survey of 1000 university employees (70.5% adjusted response rate) assessed visual and physical symptoms, job, physical and mental demands, ability to control/influence work, amount of work at a computer, computer work environment, relations with others at work, life and job satisfaction, and quality of life. Data were analyzed to determine whether self-reported eye symptoms are associated with perceived quality of life. The study also explored the factors that are associated with eye symptoms. Structural equation modeling and multiple regression analyses were used to assess the hypotheses. Seventy percent of the employees used some form of vision correction during computer use, 2.9% used glasses specifically prescribed for computer use, and 8% had had refractive surgery. Employees spent an average of 6 h per day at the computer. In a multiple regression framework, the latent variable eye symptoms was significantly associated with a composite quality of life variable (p = 0.02) after adjusting for job quality, job satisfaction, supervisor relations, co-worker relations, mental and physical load of the job, and job demand. Age and gender were not significantly associated with symptoms. After adjusting for age, gender, ergonomics, hours at the computer, and exercise, eye symptoms were significantly associated with physical symptoms (p < 0.001) accounting for 48% of the variance. Environmental variability at work was associated with eye symptoms and eye symptoms demonstrated a significant impact on quality of life and physical symptoms.

  8. Azahar: a PyMOL plugin for construction, visualization and analysis of glycan molecules

    NASA Astrophysics Data System (ADS)

    Arroyuelo, Agustina; Vila, Jorge A.; Martin, Osvaldo A.

    2016-08-01

    Glycans are key molecules in many physiological and pathological processes. As with other molecules, like proteins, visualization of the 3D structures of glycans adds valuable information for understanding their biological function. Hence, here we introduce Azahar, a computing environment for the creation, visualization and analysis of glycan molecules. Azahar is implemented in Python and works as a plugin for the well known PyMOL package (Schrodinger in The PyMOL molecular graphics system, version 1.3r1, 2010). Besides the already available visualization and analysis options provided by PyMOL, Azahar includes 3 cartoon-like representations and tools for 3D structure caracterization such as a comformational search using a Monte Carlo with minimization routine and also tools to analyse single glycans or trajectories/ensembles including the calculation of radius of gyration, Ramachandran plots and hydrogen bonds. Azahar is freely available to download from http://www.pymolwiki.org/index.php/Azahar and the source code is available at https://github.com/agustinaarroyuelo/Azahar.

  9. Visual attention distracter insertion for improved EEG rapid serial visual presentation (RSVP) target stimuli detection

    NASA Astrophysics Data System (ADS)

    Khosla, Deepak; Huber, David J.; Martin, Kevin

    2017-05-01

    This paper† describes a technique in which we improve upon the prior performance of the Rapid Serial Visual Presentation (RSVP) EEG paradigm for image classification though the insertion of visual attention distracters and overall sequence reordering based upon the expected ratio of rare to common "events" in the environment and operational context. Inserting distracter images maintains the ratio of common events to rare events at an ideal level, maximizing the rare event detection via P300 EEG response to the RSVP stimuli. The method has two steps: first, we compute the optimal number of distracters needed for an RSVP stimuli based on the desired sequence length and expected number of targets and insert the distracters into the RSVP sequence, and then we reorder the RSVP sequence to maximize P300 detection. We show that by reducing the ratio of target events to nontarget events using this method, we can allow RSVP sequences with more targets without sacrificing area under the ROC curve (azimuth).

  10. The World Spatiotemporal Analytics and Mapping Project (WSTAMP): Further Progress in Discovering, Exploring, and Mapping Spatiotemporal Patterns Across the World's Largest Open Source Data Sets

    NASA Astrophysics Data System (ADS)

    Piburn, J.; Stewart, R.; Myers, A.; Sorokine, A.; Axley, E.; Anderson, D.; Burdette, J.; Biddle, C.; Hohl, A.; Eberle, R.; Kaufman, J.; Morton, A.

    2017-10-01

    Spatiotemporal (ST) analytics applied to major data sources such as the World Bank and World Health Organization has shown tremendous value in shedding light on the evolution of cultural, health, economic, and geopolitical landscapes on a global level. WSTAMP engages this opportunity by situating analysts, data, and analytics together within a visually rich and computationally rigorous online analysis environment. Since introducing WSTAMP at the First International Workshop on Spatiotemporal Computing, several transformative advances have occurred. Collaboration with human computer interaction experts led to a complete interface redesign that deeply immerses the analyst within a ST context, significantly increases visual and textual content, provides navigational crosswalks for attribute discovery, substantially reduce mouse and keyboard actions, and supports user data uploads. Secondly, the database has been expanded to include over 16,000 attributes, 50 years of time, and 200+ nation states and redesigned to support non-annual, non-national, city, and interaction data. Finally, two new analytics are implemented for analyzing large portfolios of multi-attribute data and measuring the behavioral stability of regions along different dimensions. These advances required substantial new approaches in design, algorithmic innovations, and increased computational efficiency. We report on these advances and inform how others may freely access the tool.

  11. Comprehensive Modeling and Visualization of Cardiac Anatomy and Physiology from CT Imaging and Computer Simulations

    PubMed Central

    Sun, Peng; Zhou, Haoyin; Ha, Seongmin; Hartaigh, Bríain ó; Truong, Quynh A.; Min, James K.

    2016-01-01

    In clinical cardiology, both anatomy and physiology are needed to diagnose cardiac pathologies. CT imaging and computer simulations provide valuable and complementary data for this purpose. However, it remains challenging to gain useful information from the large amount of high-dimensional diverse data. The current tools are not adequately integrated to visualize anatomic and physiologic data from a complete yet focused perspective. We introduce a new computer-aided diagnosis framework, which allows for comprehensive modeling and visualization of cardiac anatomy and physiology from CT imaging data and computer simulations, with a primary focus on ischemic heart disease. The following visual information is presented: (1) Anatomy from CT imaging: geometric modeling and visualization of cardiac anatomy, including four heart chambers, left and right ventricular outflow tracts, and coronary arteries; (2) Function from CT imaging: motion modeling, strain calculation, and visualization of four heart chambers; (3) Physiology from CT imaging: quantification and visualization of myocardial perfusion and contextual integration with coronary artery anatomy; (4) Physiology from computer simulation: computation and visualization of hemodynamics (e.g., coronary blood velocity, pressure, shear stress, and fluid forces on the vessel wall). Substantially, feedback from cardiologists have confirmed the practical utility of integrating these features for the purpose of computer-aided diagnosis of ischemic heart disease. PMID:26863663

  12. Animated computer graphics models of space and earth sciences data generated via the massively parallel processor

    NASA Technical Reports Server (NTRS)

    Treinish, Lloyd A.; Gough, Michael L.; Wildenhain, W. David

    1987-01-01

    The capability was developed of rapidly producing visual representations of large, complex, multi-dimensional space and earth sciences data sets via the implementation of computer graphics modeling techniques on the Massively Parallel Processor (MPP) by employing techniques recently developed for typically non-scientific applications. Such capabilities can provide a new and valuable tool for the understanding of complex scientific data, and a new application of parallel computing via the MPP. A prototype system with such capabilities was developed and integrated into the National Space Science Data Center's (NSSDC) Pilot Climate Data System (PCDS) data-independent environment for computer graphics data display to provide easy access to users. While developing these capabilities, several problems had to be solved independently of the actual use of the MPP, all of which are outlined.

  13. Automated CFD Database Generation for a 2nd Generation Glide-Back-Booster

    NASA Technical Reports Server (NTRS)

    Chaderjian, Neal M.; Rogers, Stuart E.; Aftosmis, Michael J.; Pandya, Shishir A.; Ahmad, Jasim U.; Tejmil, Edward

    2003-01-01

    A new software tool, AeroDB, is used to compute thousands of Euler and Navier-Stokes solutions for a 2nd generation glide-back booster in one week. The solution process exploits a common job-submission grid environment using 13 computers located at 4 different geographical sites. Process automation and web-based access to the database greatly reduces the user workload, removing much of the tedium and tendency for user input errors. The database consists of forces, moments, and solution files obtained by varying the Mach number, angle of attack, and sideslip angle. The forces and moments compare well with experimental data. Stability derivatives are also computed using a monotone cubic spline procedure. Flow visualization and three-dimensional surface plots are used to interpret and characterize the nature of computed flow fields.

  14. Physically Based Virtual Surgery Planning and Simulation Tools for Personal Health Care Systems

    NASA Astrophysics Data System (ADS)

    Dogan, Firat; Atilgan, Yasemin

    The virtual surgery planning and simulation tools have gained a great deal of importance in the last decade in a consequence of increasing capacities at the information technology level. The modern hardware architectures, large scale database systems, grid based computer networks, agile development processes, better 3D visualization and all the other strong aspects of the information technology brings necessary instruments into almost every desk. The last decade’s special software and sophisticated super computer environments are now serving to individual needs inside “tiny smart boxes” for reasonable prices. However, resistance to learning new computerized environments, insufficient training and all the other old habits prevents effective utilization of IT resources by the specialists of the health sector. In this paper, all the aspects of the former and current developments in surgery planning and simulation related tools are presented, future directions and expectations are investigated for better electronic health care systems.

  15. Computer Applications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. Marshall SPace Flight Center (MSFC) is begirning to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models are used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  16. ComputerApplications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Center (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability providedgeneral visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  17. ComputerApplications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Centerr (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provided general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  18. Scientific Visualization and Computational Science: Natural Partners

    NASA Technical Reports Server (NTRS)

    Uselton, Samuel P.; Lasinski, T. A. (Technical Monitor)

    1995-01-01

    Scientific visualization is developing rapidly, stimulated by computational science, which is gaining acceptance as a third alternative to theory and experiment. Computational science is based on numerical simulations of mathematical models derived from theory. But each individual simulation is like a hypothetical experiment; initial conditions are specified, and the result is a record of the observed conditions. Experiments can be simulated for situations that can not really be created or controlled. Results impossible to measure can be computed.. Even for observable values, computed samples are typically much denser. Numerical simulations also extend scientific exploration where the mathematics is analytically intractable. Numerical simulations are used to study phenomena from subatomic to intergalactic scales and from abstract mathematical structures to pragmatic engineering of everyday objects. But computational science methods would be almost useless without visualization. The obvious reason is that the huge amounts of data produced require the high bandwidth of the human visual system, and interactivity adds to the power. Visualization systems also provide a single context for all the activities involved from debugging the simulations, to exploring the data, to communicating the results. Most of the presentations today have their roots in image processing, where the fundamental task is: Given an image, extract information about the scene. Visualization has developed from computer graphics, and the inverse task: Given a scene description, make an image. Visualization extends the graphics paradigm by expanding the possible input. The goal is still to produce images; the difficulty is that the input is not a scene description displayable by standard graphics methods. Visualization techniques must either transform the data into a scene description or extend graphics techniques to display this odd input. Computational science is a fertile field for visualization research because the results vary so widely and include things that have no known appearance. The amount of data creates additional challenges for both hardware and software systems. Evaluations of visualization should ultimately reflect the insight gained into the scientific phenomena. So making good visualizations requires consideration of characteristics of the user and the purpose of the visualization. Knowledge about human perception and graphic design is also relevant. It is this breadth of knowledge that stimulates proposals for multidisciplinary visualization teams and intelligent visualization assistant software. Visualization is an immature field, but computational science is stimulating research on a broad front.

  19. Creating a Parallel Version of VisIt for Microsoft Windows

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Whitlock, B J; Biagas, K S; Rawson, P L

    2011-12-07

    VisIt is a popular, free interactive parallel visualization and analysis tool for scientific data. Users can quickly generate visualizations from their data, animate them through time, manipulate them, and save the resulting images or movies for presentations. VisIt was designed from the ground up to work on many scales of computers from modest desktops up to massively parallel clusters. VisIt is comprised of a set of cooperating programs. All programs can be run locally or in client/server mode in which some run locally and some run remotely on compute clusters. The VisIt program most able to harness today's computing powermore » is the VisIt compute engine. The compute engine is responsible for reading simulation data from disk, processing it, and sending results or images back to the VisIt viewer program. In a parallel environment, the compute engine runs several processes, coordinating using the Message Passing Interface (MPI) library. Each MPI process reads some subset of the scientific data and filters the data in various ways to create useful visualizations. By using MPI, VisIt has been able to scale well into the thousands of processors on large computers such as dawn and graph at LLNL. The advent of multicore CPU's has made parallelism the 'new' way to achieve increasing performance. With today's computers having at least 2 cores and in many cases up to 8 and beyond, it is more important than ever to deploy parallel software that can use that computing power not only on clusters but also on the desktop. We have created a parallel version of VisIt for Windows that uses Microsoft's MPI implementation (MSMPI) to process data in parallel on the Windows desktop as well as on a Windows HPC cluster running Microsoft Windows Server 2008. Initial desktop parallel support for Windows was deployed in VisIt 2.4.0. Windows HPC cluster support has been completed and will appear in the VisIt 2.5.0 release. We plan to continue supporting parallel VisIt on Windows so our users will be able to take full advantage of their multicore resources.« less

  20. Visualization of Uncertainty

    NASA Astrophysics Data System (ADS)

    Jones, P. W.; Strelitz, R. A.

    2012-12-01

    The output of a simulation is best comprehended through the agency and methods of visualization, but a vital component of good science is knowledge of uncertainty. While great strides have been made in the quantification of uncertainty, especially in simulation, there is still a notable gap: there is no widely accepted means of simultaneously viewing the data and the associated uncertainty in one pane. Visualization saturates the screen, using the full range of color, shadow, opacity and tricks of perspective to display even a single variable. There is no room in the visualization expert's repertoire left for uncertainty. We present a method of visualizing uncertainty without sacrificing the clarity and power of the underlying visualization that works as well in 3-D and time-varying visualizations as it does in 2-D. At its heart, it relies on a principal tenet of continuum mechanics, replacing the notion of value at a point with a more diffuse notion of density as a measure of content in a region. First, the uncertainties calculated or tabulated at each point are transformed into a piecewise continuous field of uncertainty density . We next compute a weighted Voronoi tessellation of a user specified N convex polygonal/polyhedral cells such that each cell contains the same amount of uncertainty as defined by . The problem thus devolves into minimizing . Computation of such a spatial decomposition is O(N*N ), and can be computed iteratively making it possible to update easily over time as well as faster. The polygonal mesh does not interfere with the visualization of the data and can be easily toggled on or off. In this representation, a small cell implies a great concentration of uncertainty, and conversely. The content weighted polygons are identical to the cartogram familiar to the information visualization community in the depiction of things voting results per stat. Furthermore, one can dispense with the mesh or edges entirely to be replaced by symbols or glyphs at the generating points (effectively the center of the polygon). This methodology readily admits to rigorous statistical analysis using standard components found in R and thus entirely compatible with the visualization package we use (Visit and/or ParaView), the language we use (Python) and the UVCDAT environment that provides the programmer and analyst workbench. We will demonstrate the power and effectiveness of this methodology in climate studies. We will further argue that our method of defining (or predicting) values in a region has many advantages over the traditional visualization notion of value at a point.

  1. Weatherwise: evaluation of a cue-based training approach for the recognition of deteriorating weather conditions during flight.

    PubMed

    Wiggins, Mark; O'Hare, David

    2003-01-01

    Inappropriate and ineffective weather-related decision making continues to account for a significant proportion of general aviation fatalities in the United States and elsewhere. This study details the evaluation of a computer-based training system that was developed to provide visual pilots with the skills necessary to recognize and respond to the cues associated with deteriorating weather conditions during flight. A total of 66 pilots were assigned to one of two groups, and the evaluation process was undertaken at both a self-report and performance level. At the self-report level, the results suggested that pilots were more likely to use the cues following exposure to the training program. From a performance perspective, there is evidence to suggest that cue-based training can improve the timeliness of weather-related decision making during visual flight rules flight. Actual or potential applications of this research include the development of computer-based training systems for fault diagnosis in complex industrial environments.

  2. Development and Deployment of the Computer Assisted Neighborhood Visual Assessment System (CANVAS) to Measure Health-Related Neighborhood Conditions

    PubMed Central

    Bader, Michael D. M.; Mooney, Stephen J.; Lee, Yeon Jin; Sheehan, Daniel; Neckerman, Kathryn M.; Rundle, Andrew G.; Teitler, Julien O.

    2014-01-01

    Public health research has shown that neighborhood conditions are associated with health behaviors and outcomes. Systematic neighborhood audits have helped researchers measure neighborhood conditions that they deem theoretically relevant but not available in existing administrative data. Systematic audits, however, are expensive to conduct and rarely comparable across geographic regions. We describe the development of an online application, the Computer Assisted Neighborhood Visual Assessment System (CANVAS), that uses Google Street View to conduct virtual audits of neighborhood environments. We use this system to assess the inter-rater reliability of 187 items related to walkability and physical disorder on a national sample of 150 street segments in the United States. We find that many items are reliably measured across auditors using CANVAS and that agreement between auditors appears to be uncorrelated with neighborhood demographic characteristics. Based on our results we conclude that Google Street View and CANVAS offer opportunities to develop greater comparability across neighborhood audit studies. PMID:25545769

  3. 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.

  4. Visual problems in young adults due to computer use.

    PubMed

    Moschos, M M; Chatziralli, I P; Siasou, G; Papazisis, L

    2012-04-01

    Computer use can cause visual problems. The purpose of our study was to evaluate visual problems due to computer use in young adults. Participants in our study were 87 adults, 48 male and 39 female, mean aged 31.3 years old (SD 7.6). All the participants completed a questionnaire regarding visual problems detected after computer use. The mean daily use of computers was 3.2 hours (SD 2.7). 65.5 % of the participants complained for dry eye, mainly after more than 2.5 hours of computer use. 32 persons (36.8 %) had a foreign body sensation in their eyes, while 15 participants (17.2 %) complained for blurred vision which caused difficulties in driving, after 3.25 hours of continuous computer use. 10.3 % of the participants sought medical advice for their problem. There was a statistically significant correlation between the frequency of visual problems and the duration of computer use (p = 0.021). 79.3 % of the participants use artificial tears during or after long use of computers, so as not to feel any ocular discomfort. The main symptom after computer use in young adults was dry eye. All visual problems associated with the duration of computer use. Artificial tears play an important role in the treatment of ocular discomfort after computer use. © Georg Thieme Verlag KG Stuttgart · New York.

  5. Visualization Tools for Teaching Computer Security

    ERIC Educational Resources Information Center

    Yuan, Xiaohong; Vega, Percy; Qadah, Yaseen; Archer, Ricky; Yu, Huiming; Xu, Jinsheng

    2010-01-01

    Using animated visualization tools has been an important teaching approach in computer science education. We have developed three visualization and animation tools that demonstrate various information security concepts and actively engage learners. The information security concepts illustrated include: packet sniffer and related computer network…

  6. A Visual Analytic for High-Dimensional Data Exploitation: The Heterogeneous Data-Reduction Proximity Tool

    DTIC Science & Technology

    2013-07-01

    structure of the data and Gower’s similarity coefficient as the algorithm for calculating the proximity matrices. The following section provides a...representative set of terrorist event data. Attribute Day Location Time Prim /Attack Sec/Attack Weight 1 1 1 1 1 Scale Nominal Nominal Interval Nominal...calculate the similarity it uses Gower’s similarity and multidimensional scaling algorithms contained in an R statistical computing environment

  7. Scientific work environments in the next decade

    NASA Technical Reports Server (NTRS)

    Gomez, Julian E.

    1989-01-01

    The applications of contemporary computer graphics to scientific visualization is described, with emphasis on the nonintuitive problems. A radically different approach is proposed which centers on the idea of the scientist being in the simulation display space rather than observing it on a screen. Interaction is performed with nonstandard input devices to preserve the feeling of being immersed in the three-dimensional display space. Construction of such a system could begin now with currently available technology.

  8. Characterization of electroencephalography signals for estimating saliency features in videos.

    PubMed

    Liang, Zhen; Hamada, Yasuyuki; Oba, Shigeyuki; Ishii, Shin

    2018-05-12

    Understanding the functions of the visual system has been one of the major targets in neuroscience formany years. However, the relation between spontaneous brain activities and visual saliency in natural stimuli has yet to be elucidated. In this study, we developed an optimized machine learning-based decoding model to explore the possible relationships between the electroencephalography (EEG) characteristics and visual saliency. The optimal features were extracted from the EEG signals and saliency map which was computed according to an unsupervised saliency model ( Tavakoli and Laaksonen, 2017). Subsequently, various unsupervised feature selection/extraction techniques were examined using different supervised regression models. The robustness of the presented model was fully verified by means of ten-fold or nested cross validation procedure, and promising results were achieved in the reconstruction of saliency features based on the selected EEG characteristics. Through the successful demonstration of using EEG characteristics to predict the real-time saliency distribution in natural videos, we suggest the feasibility of quantifying visual content through measuring brain activities (EEG signals) in real environments, which would facilitate the understanding of cortical involvement in the processing of natural visual stimuli and application developments motivated by human visual processing. Copyright © 2018 Elsevier Ltd. All rights reserved.

  9. 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.

  10. The effect of visual and interaction fidelity on spatial cognition in immersive virtual environments.

    PubMed

    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.

  11. Evaluation of historical museum interior lighting system using fully immersive virtual luminous environment

    NASA Astrophysics Data System (ADS)

    Navvab, Mojtaba; Bisegna, Fabio; Gugliermetti, Franco

    2013-05-01

    Saint Rocco Museum, a historical building in Venice, Italy is used as a case study to explore the performance of its' lighting system and visible light impact on viewing the large size art works. The transition from threedimensional architectural rendering to the three-dimensional virtual luminance mapping and visualization within a virtual environment is described as an integrated optical method for its application toward preservation of the cultural heritage of the space. Lighting simulation programs represent color as RGB triplets in a devicedependent color space such as ITU-R BT709. Prerequisite for this is a 3D-model which can be created within this computer aided virtual environment. The onsite measured surface luminance, chromaticity and spectral data were used as input to an established real-time indirect illumination and a physically based algorithms to produce the best approximation for RGB to be used as an input to generate the image of the objects. Conversion of RGB to and from spectra has been a major undertaking in order to match the infinite number of spectra to create the same colors that were defined by RGB in the program. The ability to simulate light intensity, candle power and spectral power distributions provide opportunity to examine the impact of color inter-reflections on historical paintings. VR offers an effective technique to quantify the visible light impact on human visual performance under precisely controlled representation of light spectrum that could be experienced in 3D format in a virtual environment as well as historical visual archives. The system can easily be expanded to include other measurements and stimuli.

  12. Engineering and Scientific Applications: Using MatLab(Registered Trademark) for Data Processing and Visualization

    NASA Technical Reports Server (NTRS)

    Sen, Syamal K.; Shaykhian, Gholam Ali

    2011-01-01

    MatLab(TradeMark)(MATrix LABoratory) is a numerical computation and simulation tool that is used by thousands Scientists and Engineers in many countries. MatLab does purely numerical calculations, which can be used as a glorified calculator or interpreter programming language; its real strength is in matrix manipulations. Computer algebra functionalities are achieved within the MatLab environment using "symbolic" toolbox. This feature is similar to computer algebra programs, provided by Maple or Mathematica to calculate with mathematical equations using symbolic operations. MatLab in its interpreter programming language form (command interface) is similar with well known programming languages such as C/C++, support data structures and cell arrays to define classes in object oriented programming. As such, MatLab is equipped with most of the essential constructs of a higher programming language. MatLab is packaged with an editor and debugging functionality useful to perform analysis of large MatLab programs and find errors. We believe there are many ways to approach real-world problems; prescribed methods to ensure foregoing solutions are incorporated in design and analysis of data processing and visualization can benefit engineers and scientist in gaining wider insight in actual implementation of their perspective experiments. This presentation will focus on data processing and visualizations aspects of engineering and scientific applications. Specifically, it will discuss methods and techniques to perform intermediate-level data processing covering engineering and scientific problems. MatLab programming techniques including reading various data files formats to produce customized publication-quality graphics, importing engineering and/or scientific data, organizing data in tabular format, exporting data to be used by other software programs such as Microsoft Excel, data presentation and visualization will be discussed.

  13. Soft computing-based terrain visual sensing and data fusion for unmanned ground robotic systems

    NASA Astrophysics Data System (ADS)

    Shirkhodaie, Amir

    2006-05-01

    In this paper, we have primarily discussed technical challenges and navigational skill requirements of mobile robots for traversability path planning in natural terrain environments similar to Mars surface terrains. We have described different methods for detection of salient terrain features based on imaging texture analysis techniques. We have also presented three competing techniques for terrain traversability assessment of mobile robots navigating in unstructured natural terrain environments. These three techniques include: a rule-based terrain classifier, a neural network-based terrain classifier, and a fuzzy-logic terrain classifier. Each proposed terrain classifier divides a region of natural terrain into finite sub-terrain regions and classifies terrain condition exclusively within each sub-terrain region based on terrain visual clues. The Kalman Filtering technique is applied for aggregative fusion of sub-terrain assessment results. The last two terrain classifiers are shown to have remarkable capability for terrain traversability assessment of natural terrains. We have conducted a comparative performance evaluation of all three terrain classifiers and presented the results in this paper.

  14. Image size invariant visual cryptography for general access structures subject to display quality constraints.

    PubMed

    Lee, Kai-Hui; Chiu, Pei-Ling

    2013-10-01

    Conventional visual cryptography (VC) suffers from a pixel-expansion problem, or an uncontrollable display quality problem for recovered images, and lacks a general approach to construct visual secret sharing schemes for general access structures. We propose a general and systematic approach to address these issues without sophisticated codebook design. This approach can be used for binary secret images in non-computer-aided decryption environments. To avoid pixel expansion, we design a set of column vectors to encrypt secret pixels rather than using the conventional VC-based approach. We begin by formulating a mathematic model for the VC construction problem to find the column vectors for the optimal VC construction, after which we develop a simulated-annealing-based algorithm to solve the problem. The experimental results show that the display quality of the recovered image is superior to that of previous papers.

  15. Flies and humans share a motion estimation strategy that exploits natural scene statistics

    PubMed Central

    Clark, Damon A.; Fitzgerald, James E.; Ales, Justin M.; Gohl, Daryl M.; Silies, Marion A.; Norcia, Anthony M.; Clandinin, Thomas R.

    2014-01-01

    Sighted animals extract motion information from visual scenes by processing spatiotemporal patterns of light falling on the retina. The dominant models for motion estimation exploit intensity correlations only between pairs of points in space and time. Moving natural scenes, however, contain more complex correlations. Here we show that fly and human visual systems encode the combined direction and contrast polarity of moving edges using triple correlations that enhance motion estimation in natural environments. Both species extract triple correlations with neural substrates tuned for light or dark edges, and sensitivity to specific triple correlations is retained even as light and dark edge motion signals are combined. Thus, both species separately process light and dark image contrasts to capture motion signatures that can improve estimation accuracy. This striking convergence argues that statistical structures in natural scenes have profoundly affected visual processing, driving a common computational strategy over 500 million years of evolution. PMID:24390225

  16. A computational exploration of complementary learning mechanisms in the primate ventral visual pathway.

    PubMed

    Spoerer, Courtney J; Eguchi, Akihiro; Stringer, Simon M

    2016-02-01

    In order to develop transformation invariant representations of objects, the visual system must make use of constraints placed upon object transformation by the environment. For example, objects transform continuously from one point to another in both space and time. These two constraints have been exploited separately in order to develop translation and view invariance in a hierarchical multilayer model of the primate ventral visual pathway in the form of continuous transformation learning and temporal trace learning. We show for the first time that these two learning rules can work cooperatively in the model. Using these two learning rules together can support the development of invariance in cells and help maintain object selectivity when stimuli are presented over a large number of locations or when trained separately over a large number of viewing angles. Copyright © 2016 The Authors. Published by Elsevier Ltd.. All rights reserved.

  17. Scientific Visualization: The Modern Oscilloscope for "Seeing the Unseeable" (LBNL Summer Lecture Series)

    ScienceCinema

    Bethel, E. Wes [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States). Computational Research Division and Scientific Visualization Group

    2018-05-07

    Summer Lecture Series 2008: Scientific visualization transforms abstract data into readily comprehensible images, provide a vehicle for "seeing the unseeable," and play a central role in both experimental and computational sciences. Wes Bethel, who heads the Scientific Visualization Group in the Computational Research Division, presents an overview of visualization and computer graphics, current research challenges, and future directions for the field.

  18. Development of climate data storage and processing model

    NASA Astrophysics Data System (ADS)

    Okladnikov, I. G.; Gordov, E. P.; Titov, A. G.

    2016-11-01

    We present a storage and processing model for climate datasets elaborated in the framework of a virtual research environment (VRE) for climate and environmental monitoring and analysis of the impact of climate change on the socio-economic processes on local and regional scales. The model is based on a «shared nothings» distributed computing architecture and assumes using a computing network where each computing node is independent and selfsufficient. Each node holds a dedicated software for the processing and visualization of geospatial data providing programming interfaces to communicate with the other nodes. The nodes are interconnected by a local network or the Internet and exchange data and control instructions via SSH connections and web services. Geospatial data is represented by collections of netCDF files stored in a hierarchy of directories in the framework of a file system. To speed up data reading and processing, three approaches are proposed: a precalculation of intermediate products, a distribution of data across multiple storage systems (with or without redundancy), and caching and reuse of the previously obtained products. For a fast search and retrieval of the required data, according to the data storage and processing model, a metadata database is developed. It contains descriptions of the space-time features of the datasets available for processing, their locations, as well as descriptions and run options of the software components for data analysis and visualization. The model and the metadata database together will provide a reliable technological basis for development of a high- performance virtual research environment for climatic and environmental monitoring.

  19. Visual Form Perception Can Be a Cognitive Correlate of Lower Level Math Categories for Teenagers.

    PubMed

    Cui, Jiaxin; Zhang, Yiyun; Cheng, Dazhi; Li, Dawei; Zhou, Xinlin

    2017-01-01

    Numerous studies have assessed the cognitive correlates of performance in mathematics, but little research has been conducted to systematically examine the relations between visual perception as the starting point of visuospatial processing and typical mathematical performance. In the current study, we recruited 223 seventh graders to perform a visual form perception task (figure matching), numerosity comparison, digit comparison, exact computation, approximate computation, and curriculum-based mathematical achievement tests. Results showed that, after controlling for gender, age, and five general cognitive processes (choice reaction time, visual tracing, mental rotation, spatial working memory, and non-verbal matrices reasoning), visual form perception had unique contributions to numerosity comparison, digit comparison, and exact computation, but had no significant relation with approximate computation or curriculum-based mathematical achievement. These results suggest that visual form perception is an important independent cognitive correlate of lower level math categories, including the approximate number system, digit comparison, and exact computation.

  20. Combining photorealistic immersive geovisualization and high-resolution geospatial data to enhance human-scale viewshed modelling

    NASA Astrophysics Data System (ADS)

    Tabrizian, P.; Petrasova, A.; Baran, P.; Petras, V.; Mitasova, H.; Meentemeyer, R. K.

    2017-12-01

    Viewshed modelling- a process of defining, parsing and analysis of landscape visual space's structure within GIS- has been commonly used in applications ranging from landscape planning and ecosystem services assessment to geography and archaeology. However, less effort has been made to understand whether and to what extent these objective analyses predict actual on-the-ground perception of human observer. Moreover, viewshed modelling at the human-scale level require incorporation of fine-grained landscape structure (eg., vegetation) and patterns (e.g, landcover) that are typically omitted from visibility calculations or unrealistically simulated leading to significant error in predicting visual attributes. This poster illustrates how photorealistic Immersive Virtual Environments and high-resolution geospatial data can be used to integrate objective and subjective assessments of visual characteristics at the human-scale level. We performed viewshed modelling for a systematically sampled set of viewpoints (N=340) across an urban park using open-source GIS (GRASS GIS). For each point a binary viewshed was computed on a 3D surface model derived from high-density leaf-off LIDAR (QL2) points. Viewshed map was combined with high-resolution landcover (.5m) derived through fusion of orthoimagery, lidar vegetation, and vector data. Geo-statistics and landscape structure analysis was performed to compute topological and compositional metrics for visual-scale (e.g., openness), complexity (pattern, shape and object diversity), and naturalness. Based on the viewshed model output, a sample of 24 viewpoints representing the variation of visual characteristics were selected and geolocated. For each location, 360o imagery were captured using a DSL camera mounted on a GIGA PAN robot. We programmed a virtual reality application through which human subjects (N=100) immersively experienced a random representation of selected environments via a head-mounted display (Oculus Rift CV1), and rated each location on perceived openness, naturalness and complexity. Regression models were performed to correlate model outputs with participants' responses. The results indicated strong, significant correlations for openness, and naturalness and moderate correlation for complexity estimations.

  1. 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.

  2. Science Education Using a Computer Model-Virtual Puget Sound

    NASA Astrophysics Data System (ADS)

    Fruland, R.; Winn, W.; Oppenheimer, P.; Stahr, F.; Sarason, C.

    2002-12-01

    We created an interactive learning environment based on an oceanographic computer model of Puget Sound-Virtual Puget Sound (VPS)-as an alternative to traditional teaching methods. Students immersed in this navigable 3-D virtual environment observed tidal movements and salinity changes, and performed tracer and buoyancy experiments. Scientific concepts were embedded in a goal-based scenario to locate a new sewage outfall in Puget Sound. Traditional science teaching methods focus on distilled representations of agreed-upon knowledge removed from real-world context and scientific debate. Our strategy leverages students' natural interest in their environment, provides meaningful context and engages students in scientific debate and knowledge creation. Results show that VPS provides a powerful learning environment, but highlights the need for research on how to most effectively represent concepts and organize interactions to support scientific inquiry and understanding. Research is also needed to ensure that new technologies and visualizations do not foster misconceptions, including the impression that the model represents reality rather than being a useful tool. In this presentation we review results from prior work with VPS and outline new work for a modeling partnership recently formed with funding from the National Ocean Partnership Program (NOPP).

  3. Towards a Normalised 3D Geovisualisation: The Viewpoint Management

    NASA Astrophysics Data System (ADS)

    Neuville, R.; Poux, F.; Hallot, P.; Billen, R.

    2016-10-01

    This paper deals with the viewpoint management in 3D environments considering an allocentric environment. The recent advances in computer sciences and the growing number of affordable remote sensors lead to impressive improvements in the 3D visualisation. Despite some research relating to the analysis of visual variables used in 3D environments, we notice that it lacks a real standardisation of 3D representation rules. In this paper we study the "viewpoint" as being the first considered parameter for a normalised visualisation of 3D data. Unlike in a 2D environment, the viewing direction is not only fixed in a top down direction in 3D. A non-optimal camera location means a poor 3D representation in terms of relayed information. Based on this statement we propose a model based on the analysis of the computational display pixels that determines a viewpoint maximising the relayed information according to one kind of query. We developed an OpenGL prototype working on screen pixels that allows to determine the optimal camera location based on a screen pixels colour algorithm. The viewpoint management constitutes a first step towards a normalised 3D geovisualisation.

  4. Managing Data in a GIS Environment

    NASA Technical Reports Server (NTRS)

    Beltran, Maria; Yiasemis, Haris

    1997-01-01

    A Geographic Information System (GIS) is a computer-based system that enables capture, modeling, manipulation, retrieval, analysis and presentation of geographically referenced data. A GIS operates in a dynamic environment of spatial and temporal information. This information is held in a database like any other information system, but performance is more of an issue for a geographic database than a traditional database due to the nature of the data. What distinguishes a GIS from other information systems is the spatial and temporal dimensions of the data and the volume of data (several gigabytes). Most traditional information systems are usually based around tables and textual reports, whereas GIS requires the use of cartographic forms and other visualization techniques. Much of the data can be represented using computer graphics, but a GIS is not a graphics database. A graphical system is concerned with the manipulation and presentation of graphical objects whereas a GIS handles geographic objects that have not only spatial dimensions but non-visual, i e., attribute and components. Furthermore, the nature of the data on which a GIS operates makes the traditional relational database approach inadequate for retrieving data and answering queries that reference spatial data. The purpose of this paper is to describe the efficiency issues behind storage and retrieval of data within a GIS database. Section 2 gives a general background on GIS, and describes the issues involved in custom vs. commercial and hybrid vs. integrated geographic information systems. Section 3 describes the efficiency issues concerning the management of data within a GIS environment. The paper ends with a summary of the main concerns of this paper.

  5. UBioLab: a web-LABoratory for Ubiquitous in-silico experiments.

    PubMed

    Bartocci, E; Di Berardini, M R; Merelli, E; Vito, L

    2012-03-01

    The huge and dynamic amount of bioinformatic resources (e.g., data and tools) available nowadays in Internet represents a big challenge for biologists -for what concerns their management and visualization- and for bioinformaticians -for what concerns the possibility of rapidly creating and executing in-silico experiments involving resources and activities spread over the WWW hyperspace. Any framework aiming at integrating such resources as in a physical laboratory has imperatively to tackle -and possibly to handle in a transparent and uniform way- aspects concerning physical distribution, semantic heterogeneity, co-existence of different computational paradigms and, as a consequence, of different invocation interfaces (i.e., OGSA for Grid nodes, SOAP for Web Services, Java RMI for Java objects, etc.). The framework UBioLab has been just designed and developed as a prototype following the above objective. Several architectural features -as those ones of being fully Web-based and of combining domain ontologies, Semantic Web and workflow techniques- give evidence of an effort in such a direction. The integration of a semantic knowledge management system for distributed (bioinformatic) resources, a semantic-driven graphic environment for defining and monitoring ubiquitous workflows and an intelligent agent-based technology for their distributed execution allows UBioLab to be a semantic guide for bioinformaticians and biologists providing (i) a flexible environment for visualizing, organizing and inferring any (semantics and computational) "type" of domain knowledge (e.g., resources and activities, expressed in a declarative form), (ii) a powerful engine for defining and storing semantic-driven ubiquitous in-silico experiments on the domain hyperspace, as well as (iii) a transparent, automatic and distributed environment for correct experiment executions.

  6. Doppler Lidar Vector Retrievals and Atmospheric Data Visualization in Mixed/Augmented Reality

    NASA Astrophysics Data System (ADS)

    Cherukuru, Nihanth Wagmi

    Environmental remote sensing has seen rapid growth in the recent years and Doppler wind lidars have gained popularity primarily due to their non-intrusive, high spatial and temporal measurement capabilities. While lidar applications early on, relied on the radial velocity measurements alone, most of the practical applications in wind farm control and short term wind prediction require knowledge of the vector wind field. Over the past couple of years, multiple works on lidars have explored three primary methods of retrieving wind vectors viz., using homogeneous windfield assumption, computationally extensive variational methods and the use of multiple Doppler lidars. Building on prior research, the current three-part study, first demonstrates the capabilities of single and dual Doppler lidar retrievals in capturing downslope windstorm-type flows occurring at Arizona's Barringer Meteor Crater as a part of the METCRAX II field experiment. Next, to address the need for a reliable and computationally efficient vector retrieval for adaptive wind farm control applications, a novel 2D vector retrieval based on a variational formulation was developed and applied on lidar scans from an offshore wind farm and validated with data from a cup and vane anemometer installed on a nearby research platform. Finally, a novel data visualization technique using Mixed Reality (MR)/ Augmented Reality (AR) technology is presented to visualize data from atmospheric sensors. MR is an environment in which the user's visual perception of the real world is enhanced with live, interactive, computer generated sensory input (in this case, data from atmospheric sensors like Doppler lidars). A methodology using modern game development platforms is presented and demonstrated with lidar retrieved wind fields. In the current study, the possibility of using this technology to visualize data from atmospheric sensors in mixed reality is explored and demonstrated with lidar retrieved wind fields as well as a few earth science datasets for education and outreach activities.

  7. Bio-Docklets: virtualization containers for single-step execution of NGS pipelines.

    PubMed

    Kim, Baekdoo; Ali, Thahmina; Lijeron, Carlos; Afgan, Enis; Krampis, Konstantinos

    2017-08-01

    Processing of next-generation sequencing (NGS) data requires significant technical skills, involving installation, configuration, and execution of bioinformatics data pipelines, in addition to specialized postanalysis visualization and data mining software. In order to address some of these challenges, developers have leveraged virtualization containers toward seamless deployment of preconfigured bioinformatics software and pipelines on any computational platform. We present an approach for abstracting the complex data operations of multistep, bioinformatics pipelines for NGS data analysis. As examples, we have deployed 2 pipelines for RNA sequencing and chromatin immunoprecipitation sequencing, preconfigured within Docker virtualization containers we call Bio-Docklets. Each Bio-Docklet exposes a single data input and output endpoint and from a user perspective, running the pipelines as simply as running a single bioinformatics tool. This is achieved using a "meta-script" that automatically starts the Bio-Docklets and controls the pipeline execution through the BioBlend software library and the Galaxy Application Programming Interface. The pipeline output is postprocessed by integration with the Visual Omics Explorer framework, providing interactive data visualizations that users can access through a web browser. Our goal is to enable easy access to NGS data analysis pipelines for nonbioinformatics experts on any computing environment, whether a laboratory workstation, university computer cluster, or a cloud service provider. Beyond end users, the Bio-Docklets also enables developers to programmatically deploy and run a large number of pipeline instances for concurrent analysis of multiple datasets. © The Authors 2017. Published by Oxford University Press.

  8. Bio-Docklets: virtualization containers for single-step execution of NGS pipelines

    PubMed Central

    Kim, Baekdoo; Ali, Thahmina; Lijeron, Carlos; Afgan, Enis

    2017-01-01

    Abstract Processing of next-generation sequencing (NGS) data requires significant technical skills, involving installation, configuration, and execution of bioinformatics data pipelines, in addition to specialized postanalysis visualization and data mining software. In order to address some of these challenges, developers have leveraged virtualization containers toward seamless deployment of preconfigured bioinformatics software and pipelines on any computational platform. We present an approach for abstracting the complex data operations of multistep, bioinformatics pipelines for NGS data analysis. As examples, we have deployed 2 pipelines for RNA sequencing and chromatin immunoprecipitation sequencing, preconfigured within Docker virtualization containers we call Bio-Docklets. Each Bio-Docklet exposes a single data input and output endpoint and from a user perspective, running the pipelines as simply as running a single bioinformatics tool. This is achieved using a “meta-script” that automatically starts the Bio-Docklets and controls the pipeline execution through the BioBlend software library and the Galaxy Application Programming Interface. The pipeline output is postprocessed by integration with the Visual Omics Explorer framework, providing interactive data visualizations that users can access through a web browser. Our goal is to enable easy access to NGS data analysis pipelines for nonbioinformatics experts on any computing environment, whether a laboratory workstation, university computer cluster, or a cloud service provider. Beyond end users, the Bio-Docklets also enables developers to programmatically deploy and run a large number of pipeline instances for concurrent analysis of multiple datasets. PMID:28854616

  9. Using Python as a first programming environment for computational physics in developing countries

    NASA Astrophysics Data System (ADS)

    Akpojotor, Godfrey; Ehwerhemuepha, Louis; Echenim, Myron; Akpojotor, Famous

    2011-03-01

    Python unique features such its interpretative, multiplatform and object oriented nature as well as being a free and open source software creates the possibility that any user connected to the internet can download the entire package into any platform, install it and immediately begin to use it. Thus Python is gaining reputation as a preferred environment for introducing students and new beginners to programming. Therefore in Africa, the Python African Tour project has been launched and we are coordinating its use in computational science. We examine here the challenges and prospects of using Python for computational physics (CP) education in developing countries (DC). Then we present our project on using Python to simulate and aid the learning of laboratory experiments illustrated here by modeling of the simple pendulum and also to visualize phenomena in physics illustrated here by demonstrating the wave motion of a particle in a varying potential. This project which is to train both the teachers and our students on CP using Python can easily be adopted in other DC.

  10. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Suresh, Niraj; Stephens, Sean A.; Adams, Lexor

    Plant roots play a critical role in plant-soil-microbe interactions that occur in the rhizosphere, as well as processes with important implications to climate change and forest management. Quantitative size information on roots in their native environment is invaluable for studying root growth and environmental processes involving the plant. X ray computed tomography (XCT) has been demonstrated to be an effective tool for in situ root scanning and analysis. Our group at the Environmental Molecular Sciences Laboratory (EMSL) has developed an XCT-based tool to image and quantitatively analyze plant root structures in their native soil environment. XCT data collected on amore » Prairie dropseed (Sporobolus heterolepis) specimen was used to visualize its root structure. A combination of open-source software RooTrak and DDV were employed to segment the root from the soil, and calculate its isosurface, respectively. Our own computer script named 3DRoot-SV was developed and used to calculate root volume and surface area from a triangular mesh. The process utilizing a unique combination of tools, from imaging to quantitative root analysis, including the 3DRoot-SV computer script, is described.« less

  11. Using Real-Life Experiences to Teach Computer Concepts

    ERIC Educational Resources Information Center

    Read, Alexis

    2012-01-01

    Teaching computer concepts to individuals with visual impairments (that is, those who are blind or visually impaired) presents some unique challenges. Students often have difficulty remembering to perform certain steps or have difficulty remembering specific keystrokes when using computers. Many cannot visualize the way in which complex computing…

  12. 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.

  13. Integrating High-Throughput Parallel Processing Framework and Storage Area Network Concepts Into a Prototype Interactive Scientific Visualization Environment for Hyperspectral Data

    NASA Astrophysics Data System (ADS)

    Smuga-Otto, M. J.; Garcia, R. K.; Knuteson, R. O.; Martin, G. D.; Flynn, B. M.; Hackel, D.

    2006-12-01

    The University of Wisconsin-Madison Space Science and Engineering Center (UW-SSEC) is developing tools to help scientists realize the potential of high spectral resolution instruments for atmospheric science. Upcoming satellite spectrometers like the Cross-track Infrared Sounder (CrIS), experimental instruments like the Geosynchronous Imaging Fourier Transform Spectrometer (GIFTS) and proposed instruments like the Hyperspectral Environmental Suite (HES) within the GOES-R project will present a challenge in the form of the overwhelmingly large amounts of continuously generated data. Current and near-future workstations will have neither the storage space nor computational capacity to cope with raw spectral data spanning more than a few minutes of observations from these instruments. Schemes exist for processing raw data from hyperspectral instruments currently in testing, that involve distributed computation across clusters. Data, which for an instrument like GIFTS can amount to over 1.5 Terabytes per day, is carefully managed on Storage Area Networks (SANs), with attention paid to proper maintenance of associated metadata. The UW-SSEC is preparing a demonstration integrating these back-end capabilities as part of a larger visualization framework, to assist scientists in developing new products from high spectral data, sourcing data volumes they could not otherwise manage. This demonstration focuses on managing storage so that only the data specifically needed for the desired product are pulled from the SAN, and on running computationally expensive intermediate processing on a back-end cluster, with the final product being sent to a visualization system on the scientist's workstation. Where possible, existing software and solutions are used to reduce cost of development. The heart of the computing component is the GIFTS Information Processing System (GIPS), developed at the UW- SSEC to allow distribution of processing tasks such as conversion of raw GIFTS interferograms into calibrated radiance spectra, and retrieving temperature and water vapor content atmospheric profiles from these spectra. The hope is that by demonstrating the capabilities afforded by a composite system like the one described here, scientists can be convinced to contribute further algorithms in support of this model of computing and visualization.

  14. Presence for design: conveying atmosphere through video collages.

    PubMed

    Keller, I; Stappers, P J

    2001-04-01

    Product designers use imagery for inspiration in their creative design process. To support creativity, designers apply many tools and techniques, which often rely on their ability to be inspired by found and previously made visual material and to experience the atmosphere of the user environment. Computer tools and developments in VR offer perspectives to support this kind of imagery and presence in the design process. But currently these possibilities come at too high a technological overhead and price to be usable in the design practice. This article proposes an expressive and technically lightweight approach using the possibilities of VR and computer tools, by creating a sketchy environment using video collages. Instead of relying on highly realistic or even "hyperreal" graphics, these video collages use lessons learned from theater and cinema to get a sense of atmosphere across. Product designers can use these video collages to reexperience their observations in the environment in which a product is to be used, and to communicate this atmosphere to their colleagues and clients. For user-centered design, video collages can also provide an environmental context for concept testing with prospective user groups.

  15. Visualizing Matrix Multiplication

    ERIC Educational Resources Information Center

    Daugulis, Peteris; Sondore, Anita

    2018-01-01

    Efficient visualizations of computational algorithms are important tools for students, educators, and researchers. In this article, we point out an innovative visualization technique for matrix multiplication. This method differs from the standard, formal approach by using block matrices to make computations more visual. We find this method a…

  16. Investigating the Prospective Sense of Agency: Effects of Processing Fluency, Stimulus Ambiguity, and Response Conflict.

    PubMed

    Sidarus, Nura; Vuorre, Matti; Metcalfe, Janet; Haggard, Patrick

    2017-01-01

    How do we know how much control we have over our environment? The sense of agency refers to the feeling that we are in control of our actions, and that, through them, we can control our external environment. Thus, agency clearly involves matching intentions, actions, and outcomes. The present studies investigated the possibility that processes of action selection, i.e., choosing what action to make, contribute to the sense of agency. Since selection of action necessarily precedes execution of action, such effects must be prospective. In contrast, most literature on sense of agency has focussed on the retrospective computation whether an outcome fits the action performed or intended. This hypothesis was tested in an ecologically rich, dynamic task based on a computer game. Across three experiments, we manipulated three different aspects of action selection processing: visual processing fluency, categorization ambiguity, and response conflict. Additionally, we measured the relative contributions of prospective, action selection-based cues, and retrospective, outcome-based cues to the sense of agency. Manipulations of action selection were orthogonally combined with discrepancy of visual feedback of action. Fluency of action selection had a small but reliable effect on the sense of agency. Additionally, as expected, sense of agency was strongly reduced when visual feedback was discrepant with the action performed. The effects of discrepant feedback were larger than the effects of action selection fluency, and sometimes suppressed them. The sense of agency is highly sensitive to disruptions of action-outcome relations. However, when motor control is successful, and action-outcome relations are as predicted, fluency or dysfluency of action selection provides an important prospective cue to the sense of agency.

  17. Investigating the Prospective Sense of Agency: Effects of Processing Fluency, Stimulus Ambiguity, and Response Conflict

    PubMed Central

    Sidarus, Nura; Vuorre, Matti; Metcalfe, Janet; Haggard, Patrick

    2017-01-01

    How do we know how much control we have over our environment? The sense of agency refers to the feeling that we are in control of our actions, and that, through them, we can control our external environment. Thus, agency clearly involves matching intentions, actions, and outcomes. The present studies investigated the possibility that processes of action selection, i.e., choosing what action to make, contribute to the sense of agency. Since selection of action necessarily precedes execution of action, such effects must be prospective. In contrast, most literature on sense of agency has focussed on the retrospective computation whether an outcome fits the action performed or intended. This hypothesis was tested in an ecologically rich, dynamic task based on a computer game. Across three experiments, we manipulated three different aspects of action selection processing: visual processing fluency, categorization ambiguity, and response conflict. Additionally, we measured the relative contributions of prospective, action selection-based cues, and retrospective, outcome-based cues to the sense of agency. Manipulations of action selection were orthogonally combined with discrepancy of visual feedback of action. Fluency of action selection had a small but reliable effect on the sense of agency. Additionally, as expected, sense of agency was strongly reduced when visual feedback was discrepant with the action performed. The effects of discrepant feedback were larger than the effects of action selection fluency, and sometimes suppressed them. The sense of agency is highly sensitive to disruptions of action-outcome relations. However, when motor control is successful, and action-outcome relations are as predicted, fluency or dysfluency of action selection provides an important prospective cue to the sense of agency. PMID:28450839

  18. 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.

  19. Change Detection Algorithms for Surveillance in Visual IoT: A Comparative Study

    NASA Astrophysics Data System (ADS)

    Akram, Beenish Ayesha; Zafar, Amna; Akbar, Ali Hammad; Wajid, Bilal; Chaudhry, Shafique Ahmad

    2018-01-01

    The VIoT (Visual Internet of Things) connects virtual information world with real world objects using sensors and pervasive computing. For video surveillance in VIoT, ChD (Change Detection) is a critical component. ChD algorithms identify regions of change in multiple images of the same scene recorded at different time intervals for video surveillance. This paper presents performance comparison of histogram thresholding and classification ChD algorithms using quantitative measures for video surveillance in VIoT based on salient features of datasets. The thresholding algorithms Otsu, Kapur, Rosin and classification methods k-means, EM (Expectation Maximization) were simulated in MATLAB using diverse datasets. For performance evaluation, the quantitative measures used include OSR (Overall Success Rate), YC (Yule's Coefficient) and JC (Jaccard's Coefficient), execution time and memory consumption. Experimental results showed that Kapur's algorithm performed better for both indoor and outdoor environments with illumination changes, shadowing and medium to fast moving objects. However, it reflected degraded performance for small object size with minor changes. Otsu algorithm showed better results for indoor environments with slow to medium changes and nomadic object mobility. k-means showed good results in indoor environment with small object size producing slow change, no shadowing and scarce illumination changes.

  20. Temporal Statistics of Natural Image Sequences Generated by Movements with Insect Flight Characteristics

    PubMed Central

    Schwegmann, Alexander; Lindemann, Jens Peter; Egelhaaf, Martin

    2014-01-01

    Many flying insects, such as flies, wasps and bees, pursue a saccadic flight and gaze strategy. This behavioral strategy is thought to separate the translational and rotational components of self-motion and, thereby, to reduce the computational efforts to extract information about the environment from the retinal image flow. Because of the distinguishing dynamic features of this active flight and gaze strategy of insects, the present study analyzes systematically the spatiotemporal statistics of image sequences generated during saccades and intersaccadic intervals in cluttered natural environments. We show that, in general, rotational movements with saccade-like dynamics elicit fluctuations and overall changes in brightness, contrast and spatial frequency of up to two orders of magnitude larger than translational movements at velocities that are characteristic of insects. Distinct changes in image parameters during translations are only caused by nearby objects. Image analysis based on larger patches in the visual field reveals smaller fluctuations in brightness and spatial frequency composition compared to small patches. The temporal structure and extent of these changes in image parameters define the temporal constraints imposed on signal processing performed by the insect visual system under behavioral conditions in natural environments. PMID:25340761

  1. Evaluation of Pseudo-Haptic Interactions with Soft Objects in Virtual Environments.

    PubMed

    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.

  2. Man/computer communication in a space environment

    NASA Technical Reports Server (NTRS)

    Hodges, B. C.; Montoya, G.

    1973-01-01

    The present work reports on a study of the technology required to advance the state of the art in man/machine communications. The study involved the development and demonstration of both hardware and software to effectively implement man/computer interactive channels of communication. While tactile and visual man/computer communications equipment are standard methods of interaction with machines, man's speech is a natural media for inquiry and control. As part of this study, a word recognition unit was developed capable of recognizing a minimum of one hundred different words or sentences in any one of the currently used conversational languages. The study has proven that efficiency in communication between man and computer can be achieved when the vocabulary to be used is structured in a manner compatible with the rigid communication requirements of the machine while at the same time responsive to the informational needs of the man.

  3. Improving Situational Awareness for First Responders via Mobile Computing

    NASA Technical Reports Server (NTRS)

    Betts, Bradley J.; Mah, Robert W.; Papasin, Richard; Del Mundo, Rommel; McIntosh, Dawn M.; Jorgensen, Charles

    2005-01-01

    This project looks to improve first responder situational awareness using tools and techniques of mobile computing. The prototype system combines wireless communication, real-time location determination, digital imaging, and three-dimensional graphics. Responder locations are tracked in an outdoor environment via GPS and uploaded to a central server via GPRS or an 802.11 network. Responders can also wirelessly share digital images and text reports, both with other responders and with the incident commander. A pre-built three dimensional graphics model of a particular emergency scene is used to visualize responder and report locations. Responders have a choice of information end points, ranging from programmable cellular phones to tablet computers. The system also employs location-aware computing to make responders aware of particular hazards as they approach them. The prototype was developed in conjunction with the NASA Ames Disaster Assistance and Rescue Team and has undergone field testing during responder exercise at NASA Ames.

  4. Improving Situational Awareness for First Responders via Mobile Computing

    NASA Technical Reports Server (NTRS)

    Betts, Bradley J.; Mah, Robert W.; Papasin, Richard; Del Mundo, Rommel; McIntosh, Dawn M.; Jorgensen, Charles

    2006-01-01

    This project looks to improve first responder incident command, and an appropriately managed flow of situational awareness using mobile computing techniques. The prototype system combines wireless communication, real-time location determination, digital imaging, and three-dimensional graphics. Responder locations are tracked in an outdoor environment via GPS and uploaded to a central server via GPRS or an 802. II network. Responders can also wireless share digital images and text reports, both with other responders and with the incident commander. A pre-built three dimensional graphics model of the emergency scene is used to visualize responder and report locations. Responders have a choice of information end points, ranging from programmable cellular phones to tablet computers. The system also employs location-aware computing to make responders aware of particular hazards as they approach them. The prototype was developed in conjunction with the NASA Ames Disaster Assistance and Rescue Team and has undergone field testing during responder exercises at NASA Ames.

  5. Microphone Array Phased Processing System (MAPPS): Version 4.0 Manual

    NASA Technical Reports Server (NTRS)

    Watts, Michael E.; Mosher, Marianne; Barnes, Michael; Bardina, Jorge

    1999-01-01

    A processing system has been developed to meet increasing demands for detailed noise measurement of individual model components. The Microphone Array Phased Processing System (MAPPS) uses graphical user interfaces to control all aspects of data processing and visualization. The system uses networked parallel computers to provide noise maps at selected frequencies in a near real-time testing environment. The system has been successfully used in the NASA Ames 7- by 10-Foot Wind Tunnel.

  6. Using Eye-Tracking Data and Mouse Cursor Location To Examine Visual Alerting in a Multi-Display Environment

    DTIC Science & Technology

    2014-07-23

    displays. Border alerts were similar in width and colour but surrounded the entire perimeter of the display. Secondary task The secondary task...cognitive processes. Cognitive Psychology , 8, 441-480. Li, G., Wang, W., Li, S., Cheng, B., & Green, P. (2014). Effectiveness of flashing brake and hazard...T., Engbert, R., & Henderson, J. (2010). CRISP: A computational model of fixation durations in scene viewing. Psychological Review, 117(2), 382-405

  7. The what, where and how of auditory-object perception.

    PubMed

    Bizley, Jennifer K; Cohen, Yale E

    2013-10-01

    The fundamental perceptual unit in hearing is the 'auditory object'. Similar to visual objects, auditory objects are the computational result of the auditory system's capacity to detect, extract, segregate and group spectrotemporal regularities in the acoustic environment; the multitude of acoustic stimuli around us together form the auditory scene. However, unlike the visual scene, resolving the component objects within the auditory scene crucially depends on their temporal structure. Neural correlates of auditory objects are found throughout the auditory system. However, neural responses do not become correlated with a listener's perceptual reports until the level of the cortex. The roles of different neural structures and the contribution of different cognitive states to the perception of auditory objects are not yet fully understood.

  8. The what, where and how of auditory-object perception

    PubMed Central

    Bizley, Jennifer K.; Cohen, Yale E.

    2014-01-01

    The fundamental perceptual unit in hearing is the ‘auditory object’. Similar to visual objects, auditory objects are the computational result of the auditory system's capacity to detect, extract, segregate and group spectrotemporal regularities in the acoustic environment; the multitude of acoustic stimuli around us together form the auditory scene. However, unlike the visual scene, resolving the component objects within the auditory scene crucially depends on their temporal structure. Neural correlates of auditory objects are found throughout the auditory system. However, neural responses do not become correlated with a listener's perceptual reports until the level of the cortex. The roles of different neural structures and the contribution of different cognitive states to the perception of auditory objects are not yet fully understood. PMID:24052177

  9. The effect of internal and external fields of view on visually induced motion sickness.

    PubMed

    Bos, Jelte E; de Vries, Sjoerd C; van Emmerik, Martijn L; Groen, Eric L

    2010-07-01

    Field of view (FOV) is said to affect visually induced motion sickness. FOV, however, is characterized by an internal setting used by the graphics generator (iFOV) and an external factor determined by screen size and viewing distance (eFOV). We hypothesized that especially the incongruence between iFOV and eFOV would lead to sickness. To that end we used a computer game environment with different iFOV and eFOV settings, and found the opposite effect. We speculate that the relative large differences between iFOV and eFOV used in this experiment caused the discrepancy, as may be explained by assuming an observer model controlling body motion. Copyright 2009 Elsevier Ltd. All rights reserved.

  10. Virtual Earth System Laboratory (VESL): A Virtual Research Environment for The Visualization of Earth System Data and Process Simulations

    NASA Astrophysics Data System (ADS)

    Cheng, D. L. C.; Quinn, J. D.; Larour, E. Y.; Halkides, D. J.

    2017-12-01

    The Virtual Earth System Laboratory (VESL) is a Web application, under continued development at the Jet Propulsion Laboratory and UC Irvine, for the visualization of Earth System data and process simulations. As with any project of its size, we have encountered both successes and challenges during the course of development. Our principal point of success is the fact that VESL users can interact seamlessly with our earth science simulations within their own Web browser. Some of the challenges we have faced include retrofitting the VESL Web application to respond to touch gestures, reducing page load time (especially as the application has grown), and accounting for the differences between the various Web browsers and computing platforms.

  11. Immersive cyberspace system

    NASA Technical Reports Server (NTRS)

    Park, Brian V. (Inventor)

    1997-01-01

    An immersive cyberspace system is presented which provides visual, audible, and vibrational inputs to a subject remaining in neutral immersion, and also provides for subject control input. The immersive cyberspace system includes a relaxation chair and a neutral immersion display hood. The relaxation chair supports a subject positioned thereupon, and places the subject in position which merges a neutral body position, the position a body naturally assumes in zero gravity, with a savasana yoga position. The display hood, which covers the subject's head, is configured to produce light images and sounds. An image projection subsystem provides either external or internal image projection. The display hood includes a projection screen moveably attached to an opaque shroud. A motion base supports the relaxation chair and produces vibrational inputs over a range of about 0-30 Hz. The motion base also produces limited translation and rotational movements of the relaxation chair. These limited translational and rotational movements, when properly coordinated with visual stimuli, constitute motion cues which create sensations of pitch, yaw, and roll movements. Vibration transducers produce vibrational inputs from about 20 Hz to about 150 Hz. An external computer, coupled to various components of the immersive cyberspace system, executes a software program and creates the cyberspace environment. One or more neutral hand posture controllers may be coupled to the external computer system and used to control various aspects of the cyberspace environment, or to enter data during the cyberspace experience.

  12. A Web-Based Development Environment for Collaborative Data Analysis

    NASA Astrophysics Data System (ADS)

    Erdmann, M.; Fischer, R.; Glaser, C.; Klingebiel, D.; Komm, M.; Müller, G.; Rieger, M.; Steggemann, J.; Urban, M.; Winchen, T.

    2014-06-01

    Visual Physics Analysis (VISPA) is a web-based development environment addressing high energy and astroparticle physics. It covers the entire analysis spectrum from the design and validation phase to the execution of analyses and the visualization of results. VISPA provides a graphical steering of the analysis flow, which consists of self-written, re-usable Python and C++ modules for more demanding tasks. All common operating systems are supported since a standard internet browser is the only software requirement for users. Even access via mobile and touch-compatible devices is possible. In this contribution, we present the most recent developments of our web application concerning technical, state-of-the-art approaches as well as practical experiences. One of the key features is the use of workspaces, i.e. user-configurable connections to remote machines supplying resources and local file access. Thereby, workspaces enable the management of data, computing resources (e.g. remote clusters or computing grids), and additional software either centralized or individually. We further report on the results of an application with more than 100 third-year students using VISPA for their regular particle physics exercises during the winter term 2012/13. Besides the ambition to support and simplify the development cycle of physics analyses, new use cases such as fast, location-independent status queries, the validation of results, and the ability to share analyses within worldwide collaborations with a single click become conceivable.

  13. Margins of stability in young adults with traumatic transtibial amputation walking in destabilizing environments✫

    PubMed Central

    Beltran, Eduardo J.; Dingwell, Jonathan B.; Wilken, Jason M.

    2014-01-01

    Understanding how lower-limb amputation affects walking stability, specifically in destabilizing environments, is essential for developing effective interventions to prevent falls. This study quantified mediolateral margins of stability (MOS) and MOS sub-components in young individuals with traumatic unilateral transtibial amputation (TTA) and young able-bodied individuals (AB). Thirteen AB and nine TTA completed five 3-minute walking trials in a Computer Assisted Rehabilitation ENvironment (CAREN) system under three each of three test conditions: no perturbations, pseudo-random mediolateral translations of the platform, and pseudo-random mediolateral translations of the visual field. Compared to the unperturbed trials, TTA exhibited increased mean MOS and MOS variability during platform and visual field perturbations (p < 0.010). Also, AB exhibited increased mean MOS during visual field perturbations and increased MOS variability during both platform and visual field perturbations (p < 0.050). During platform perturbations, TTA exhibited significantly greater values than AB for mean MOS (p < 0.050) and MOS variability (p < 0.050); variability of the lateral distance between the center of mass (COM) and base of support at initial contact (p < 0.005); mean and variability of the range of COM motion (p < 0.010); and variability of COM peak velocity (p < 0.050). As determined by mean MOS and MOS variability, young and otherwise healthy individuals with transtibial amputation achieved stability similar to that of their able-bodied counterparts during unperturbed and visually-perturbed walking. However, based on mean and variability of MOS, unilateral transtibial amputation was shown to have affected walking stability during platform perturbations. PMID:24444777

  14. Scientific Visualization, Seeing the Unseeable

    ScienceCinema

    LBNL

    2017-12-09

    June 24, 2008 Berkeley Lab lecture: Scientific visualization transforms abstract data into readily comprehensible images, provide a vehicle for "seeing the unseeable," and play a central role in bo... June 24, 2008 Berkeley Lab lecture: Scientific visualization transforms abstract data into readily comprehensible images, provide a vehicle for "seeing the unseeable," and play a central role in both experimental and computational sciences. Wes Bethel, who heads the Scientific Visualization Group in the Computational Research Division, presents an overview of visualization and computer graphics, current research challenges, and future directions for the field.

  15. Efficient LBM visual simulation on face-centered cubic lattices.

    PubMed

    Petkov, Kaloian; Qiu, Feng; Fan, Zhe; Kaufman, Arie E; Mueller, Klaus

    2009-01-01

    The Lattice Boltzmann method (LBM) for visual simulation of fluid flow generally employs cubic Cartesian (CC) lattices such as the D3Q13 and D3Q19 lattices for the particle transport. However, the CC lattices lead to suboptimal representation of the simulation space. We introduce the face-centered cubic (FCC) lattice, fD3Q13, for LBM simulations. Compared to the CC lattices, the fD3Q13 lattice creates a more isotropic sampling of the simulation domain and its single lattice speed (i.e., link length) simplifies the computations and data storage. Furthermore, the fD3Q13 lattice can be decomposed into two independent interleaved lattices, one of which can be discarded, which doubles the simulation speed. The resulting LBM simulation can be efficiently mapped to the GPU, further increasing the computational performance. We show the numerical advantages of the FCC lattice on channeled flow in 2D and the flow-past-a-sphere benchmark in 3D. In both cases, the comparison is against the corresponding CC lattices using the analytical solutions for the systems as well as velocity field visualizations. We also demonstrate the performance advantages of the fD3Q13 lattice for interactive simulation and rendering of hot smoke in an urban environment using thermal LBM.

  16. Visualization of logistic algorithm in Wilson model

    NASA Astrophysics Data System (ADS)

    Glushchenko, A. S.; Rodin, V. A.; Sinegubov, S. V.

    2018-05-01

    Economic order quantity (EOQ), defined by the Wilson's model, is widely used at different stages of production and distribution of different products. It is useful for making decisions in the management of inventories, providing a more efficient business operation and thus bringing more economic benefits. There is a large amount of reference material and extensive computer shells that help solving various logistics problems. However, the use of large computer environments is not always justified and requires special user training. A tense supply schedule in a logistics model is optimal, if, and only if, the planning horizon coincides with the beginning of the next possible delivery. For all other possible planning horizons, this plan is not optimal. It is significant that when the planning horizon changes, the plan changes immediately throughout the entire supply chain. In this paper, an algorithm and a program for visualizing models of the optimal value of supplies and their number, depending on the magnitude of the planned horizon, have been obtained. The program allows one to trace (visually and quickly) all main parameters of the optimal plan on the charts. The results of the paper represent a part of the authors’ research work in the field of optimization of protection and support services of ports in the Russian North.

  17. Monkeys and Humans Share a Common Computation for Face/Voice Integration

    PubMed Central

    Chandrasekaran, Chandramouli; Lemus, Luis; Trubanova, Andrea; Gondan, Matthias; Ghazanfar, Asif A.

    2011-01-01

    Speech production involves the movement of the mouth and other regions of the face resulting in visual motion cues. These visual cues enhance intelligibility and detection of auditory speech. As such, face-to-face speech is fundamentally a multisensory phenomenon. If speech is fundamentally multisensory, it should be reflected in the evolution of vocal communication: similar behavioral effects should be observed in other primates. Old World monkeys share with humans vocal production biomechanics and communicate face-to-face with vocalizations. It is unknown, however, if they, too, combine faces and voices to enhance their perception of vocalizations. We show that they do: monkeys combine faces and voices in noisy environments to enhance their detection of vocalizations. Their behavior parallels that of humans performing an identical task. We explored what common computational mechanism(s) could explain the pattern of results we observed across species. Standard explanations or models such as the principle of inverse effectiveness and a “race” model failed to account for their behavior patterns. Conversely, a “superposition model”, positing the linear summation of activity patterns in response to visual and auditory components of vocalizations, served as a straightforward but powerful explanatory mechanism for the observed behaviors in both species. As such, it represents a putative homologous mechanism for integrating faces and voices across primates. PMID:21998576

  18. Occupancy mapping and surface reconstruction using local Gaussian processes with Kinect sensors.

    PubMed

    Kim, Soohwan; Kim, Jonghyuk

    2013-10-01

    Although RGB-D sensors have been successfully applied to visual SLAM and surface reconstruction, most of the applications aim at visualization. In this paper, we propose a noble method of building continuous occupancy maps and reconstructing surfaces in a single framework for both navigation and visualization. Particularly, we apply a Bayesian nonparametric approach, Gaussian process classification, to occupancy mapping. However, it suffers from high-computational complexity of O(n(3))+O(n(2)m), where n and m are the numbers of training and test data, respectively, limiting its use for large-scale mapping with huge training data, which is common with high-resolution RGB-D sensors. Therefore, we partition both training and test data with a coarse-to-fine clustering method and apply Gaussian processes to each local clusters. In addition, we consider Gaussian processes as implicit functions, and thus extract iso-surfaces from the scalar fields, continuous occupancy maps, using marching cubes. By doing that, we are able to build two types of map representations within a single framework of Gaussian processes. Experimental results with 2-D simulated data show that the accuracy of our approximated method is comparable to previous work, while the computational time is dramatically reduced. We also demonstrate our method with 3-D real data to show its feasibility in large-scale environments.

  19. Data, Analysis, and Visualization | Computational Science | NREL

    Science.gov Websites

    Data, Analysis, and Visualization Data, Analysis, and Visualization Data management, data analysis . At NREL, our data management, data analysis, and scientific visualization capabilities help move the approaches to image analysis and computer vision. Data Management and Big Data Systems, software, and tools

  20. Visual Form Perception Can Be a Cognitive Correlate of Lower Level Math Categories for Teenagers

    PubMed Central

    Cui, Jiaxin; Zhang, Yiyun; Cheng, Dazhi; Li, Dawei; Zhou, Xinlin

    2017-01-01

    Numerous studies have assessed the cognitive correlates of performance in mathematics, but little research has been conducted to systematically examine the relations between visual perception as the starting point of visuospatial processing and typical mathematical performance. In the current study, we recruited 223 seventh graders to perform a visual form perception task (figure matching), numerosity comparison, digit comparison, exact computation, approximate computation, and curriculum-based mathematical achievement tests. Results showed that, after controlling for gender, age, and five general cognitive processes (choice reaction time, visual tracing, mental rotation, spatial working memory, and non-verbal matrices reasoning), visual form perception had unique contributions to numerosity comparison, digit comparison, and exact computation, but had no significant relation with approximate computation or curriculum-based mathematical achievement. These results suggest that visual form perception is an important independent cognitive correlate of lower level math categories, including the approximate number system, digit comparison, and exact computation. PMID:28824513

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