Toward autonomous rotorcraft flight in degraded visual environments: experiments and lessons learned
NASA Astrophysics Data System (ADS)
Stambler, Adam; Spiker, Spencer; Bergerman, Marcel; Singh, Sanjiv
2016-05-01
Unmanned cargo delivery to combat outposts will inevitably involve operations in degraded visual environments (DVE). When DVE occurs, the aircraft autonomy system needs to be able to function regardless of the obscurant level. In 2014, Near Earth Autonomy established a baseline perception system for autonomous rotorcraft operating in clear air conditions, when its m3 sensor suite and perception software enabled autonomous, no-hover landings onto unprepared sites populated with obstacles. The m3's long-range lidar scanned the helicopter's path and the perception software detected obstacles and found safe locations for the helicopter to land. This paper presents the results of initial tests with the Near Earth perception system in a variety of DVE conditions and analyzes them from the perspective of mission performance and risk. Tests were conducted with the m3's lidar and a lightweight synthetic aperture radar in rain, smoke, snow, and controlled brownout experiments. These experiments showed the capability to penetrate through mild DVE but the perceptual capabilities became degraded with the densest brownouts. The results highlight the need for not only improved ability to see through DVE, but also for improved algorithms to monitor and report DVE conditions.
Rotary-wing flight test methods used for the evaluation of night vision devices
NASA Astrophysics Data System (ADS)
Haworth, Loran A.; Blanken, Christopher J.; Szoboszlay, Zoltan P.
2001-08-01
The U.S. Army Aviation mission includes flying helicopters at low altitude, at night, and in adverse weather. Night Vision Devices (NVDs) are used to supplement the pilot's visual cues for night flying. As the military requirement to conduct night helicopter operations has increased, the impact of helicopter flight operations with NVD technology in the Degraded Visual Environment (DVE) became increasingly important to quantify. Aeronautical Design Standard-33 (ADS- 33) was introduced to update rotorcraft handling qualities requirements and to quantify the impact of the NVDs in the DVE. As reported in this paper, flight test methodology in ADS-33 has been used by the handling qualities community to measure the impact of NVDs on task performance in the DVE. This paper provides the background and rationale behind the development of ADS-33 flight test methodology for handling qualities in the DVE, as well as the test methodology developed for human factor assessment of NVDs in the DVE. Lessons learned, shortcomings and recommendations for NVD flight test methodology are provided in this paper.
Sensor supported pilot assistance for helicopter flight in DVE
NASA Astrophysics Data System (ADS)
Waanders, Tim; Münsterer, T.; Kress, M.
2013-05-01
Helicopter operations at low altitude are to this day only performed under VFR conditions in which safe piloting of the aircraft relies on the pilot's visual perception of the outside environment. However, there are situations in which a deterioration of visibility conditions may cause the pilot to lose important visual cues thereby increasing workload and compromising flight safety and mission effectiveness. This paper reports on a pilot assistance system for all phases of flight which is intended to: • Provide navigational support and mission management • Support landings/take-offs in unknown environment and in DVE • Enhance situational awareness in DVE • Provide obstacle and terrain surface detection and warning • Provide upload, sensor based update and download of database information for debriefing and later missions. The system comprises a digital terrain and obstacle database, tactical information, flight plan management combined with an active 3D sensor enabling the above mentioned functionalities. To support pilots during operations in DVE, an intuitive 3D/2D cueing through both head-up and head-down means is proposed to retain situational awareness. This paper further describes the system concept and will elaborate on results of simulator trials in which the functionality was evaluated by operational pilots in realistic and demanding scenarios such as a SAR mission to be performed in mountainous area under different visual conditions. The objective of the simulator trials was to evaluate the functional integration and HMI definition for the NH90 Tactical Transport Helicopter.
Terahertz (THz) Radar: A Solution for Degraded Visibility Environments (DVE)
2016-11-01
TECHNICAL REPORT RDMR-WD-16-49 TERAHERTZ (THZ) RADAR: A SOLUTION FOR DEGRADED VISIBILITY ENVIRONMENTS (DVE) Henry O...Terahertz (THz) Radar: A Solution For Degraded Visibility Environments (DVE) 5. FUNDING NUMBERS 6. AUTHOR(S) Henry O. Everitt...to compensate for environmental conditions, allowing for actionable images in Degraded Visibility Environments (DVE). 14. SUBJECT TERMS Radar
Present and future of vision systems technologies in commercial flight operations
NASA Astrophysics Data System (ADS)
Ward, Jim
2016-05-01
The development of systems to enable pilots of all types of aircraft to see through fog, clouds, and sandstorms and land in low visibility has been widely discussed and researched across aviation. For military applications, the goal has been to operate in a Degraded Visual Environment (DVE), using sensors to enable flight crews to see and operate without concern to weather that limits human visibility. These military DVE goals are mainly oriented to the off-field landing environment. For commercial aviation, the Federal Aviation Agency (FAA) implemented operational regulations in 2004 that allow the flight crew to see the runway environment using an Enhanced Flight Vision Systems (EFVS) and continue the approach below the normal landing decision height. The FAA is expanding the current use and economic benefit of EFVS technology and will soon permit landing without any natural vision using real-time weather-penetrating sensors. The operational goals of both of these efforts, DVE and EFVS, have been the stimulus for development of new sensors and vision displays to create the modern flight deck.
NASA Astrophysics Data System (ADS)
Cross, Jack; Schneider, John; Cariani, Pete
2013-05-01
Sierra Nevada Corporation (SNC) has developed rotary and fixed wing millimeter wave radar enhanced vision systems. The Helicopter Autonomous Landing System (HALS) is a rotary-wing enhanced vision system that enables multi-ship landing, takeoff, and enroute flight in Degraded Visual Environments (DVE). HALS has been successfully flight tested in a variety of scenarios, from brown-out DVE landings, to enroute flight over mountainous terrain, to wire/cable detection during low-level flight. The Radar Enhanced Vision Systems (REVS) is a fixed-wing Enhanced Flight Vision System (EFVS) undergoing prototype development testing. Both systems are based on a fast-scanning, threedimensional 94 GHz radar that produces real-time terrain and obstacle imagery. The radar imagery is fused with synthetic imagery of the surrounding terrain to form a long-range, wide field-of-view display. A symbology overlay is added to provide aircraft state information and, for HALS, approach and landing command guidance cuing. The combination of see-through imagery and symbology provides the key information a pilot needs to perform safe flight operations in DVE conditions. This paper discusses the HALS and REVS systems and technology, presents imagery, and summarizes the recent flight test results.
Helicopter synthetic vision based DVE processing for all phases of flight
NASA Astrophysics Data System (ADS)
O'Brien, Patrick; Baughman, David C.; Wallace, H. Bruce
2013-05-01
Helicopters experience nearly 10 times the accident rate of fixed wing platforms, due largely to the nature of their mission, frequently requiring operations in close proximity to terrain and obstacles. Degraded visual environments (DVE), including brownout or whiteout conditions generated by rotor downwash, result in loss of situational awareness during the most critical phase of flight, and contribute significantly to this accident rate. Considerable research into sensor and system solutions to address DVE has been conducted in recent years; however, the promise of a Synthetic Vision Avionics Backbone (SVAB) extends far beyond DVE, enabling improved situational awareness and mission effectiveness during all phases of flight and in all visibility conditions. The SVAB fuses sensor information with high resolution terrain databases and renders it in synthetic vision format for display to the crew. Honeywell was awarded the DARPA MFRF Technical Area 2 contract in 2011 to develop an SVAB1. This work includes creation of a common sensor interface, development of SVAB hardware and software, and flight demonstration on a Black Hawk helicopter. A "sensor agnostic" SVAB allows platform and mission diversity with efficient upgrade path, even while research continues into new and improved sensors for use in DVE conditions. Through careful integration of multiple sources of information such as sensors, terrain and obstacle databases, mission planning information, and aircraft state information, operations in all conditions and phases of flight can be enhanced. This paper describes the SVAB and its functionality resulting from the DARPA contract as well as Honeywell RD investment.
Sensor-enhanced 3D conformal cueing for safe and reliable HC operation in DVE in all flight phases
NASA Astrophysics Data System (ADS)
Münsterer, Thomas; Schafhitzel, Tobias; Strobel, Michael; Völschow, Philipp; Klasen, Stephanus; Eisenkeil, Ferdinand
2014-06-01
Low level helicopter operations in Degraded Visual Environment (DVE) still are a major challenge and bear the risk of potentially fatal accidents. DVE generally encompasses all degradations to the visual perception of the pilot ranging from night conditions via rain and snowfall to fog and maybe even blinding sunlight or unstructured outside scenery. Each of these conditions reduce the pilots' ability to perceive visual cues in the outside world reducing his performance and finally increasing risk of mission failure and accidents, like for example Controlled Flight Into Terrain (CFIT). The basis for the presented solution is a fusion of processed and classified high resolution ladar data with database information having a potential to also include other sensor data like forward looking or 360° radar data. This paper reports on a pilot assistance system aiming at giving back the essential visual cues to the pilot by means of displaying 3D conformal cues and symbols in a head-tracked Helmet Mounted Display (HMD) and a combination with synthetic view on a head-down Multi-Function Display (MFD). Each flight phase and each flight envelope requires different symbology sets and different possibilities for the pilots to select specific support functions. Several functionalities have been implemented and tested in a simulator as well as in flight. The symbology ranges from obstacle warning symbology via terrain enhancements through grids or ridge lines to different waypoint symbols supporting navigation. While some adaptations can be automated it emerged as essential that symbology characteristics and completeness can be selected by the pilot to match the relevant flight envelope and outside visual conditions.
Learning Relative Motion Concepts in Immersive and Non-immersive Virtual Environments
NASA Astrophysics Data System (ADS)
Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria
2013-12-01
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop virtual environment (DVE) conditions. Our results show that after the simulation activities, both IVE and DVE groups exhibited a significant shift toward a scientific understanding in their conceptual models and epistemological beliefs about the nature of relative motion, and also a significant improvement on relative motion problem-solving tests. In addition, we analyzed students' performance on one-dimensional and two-dimensional questions in the relative motion problem-solving test separately and found that after training in the simulation, the IVE group performed significantly better than the DVE group on solving two-dimensional relative motion problems. We suggest that egocentric encoding of the scene in IVE (where the learner constitutes a part of a scene they are immersed in), as compared to allocentric encoding on a computer screen in DVE (where the learner is looking at the scene from "outside"), is more beneficial than DVE for studying more complex (two-dimensional) relative motion problems. Overall, our findings suggest that such aspects of virtual realities as immersivity, first-hand experience, and the possibility of changing different frames of reference can facilitate understanding abstract scientific phenomena and help in displacing intuitive misconceptions with more accurate mental models.
Guidelines for developing distributed virtual environment applications
NASA Astrophysics Data System (ADS)
Stytz, Martin R.; Banks, Sheila B.
1998-08-01
We have conducted a variety of projects that served to investigate the limits of virtual environments and distributed virtual environment (DVE) technology for the military and medical professions. The projects include an application that allows the user to interactively explore a high-fidelity, dynamic scale model of the Solar System and a high-fidelity, photorealistic, rapidly reconfigurable aircraft simulator. Additional projects are a project for observing, analyzing, and understanding the activity in a military distributed virtual environment, a project to develop a distributed threat simulator for training Air Force pilots, a virtual spaceplane to determine user interface requirements for a planned military spaceplane system, and an automated wingman for use in supplementing or replacing human-controlled systems in a DVE. The last two projects are a virtual environment user interface framework; and a project for training hospital emergency department personnel. In the process of designing and assembling the DVE applications in support of these projects, we have developed rules of thumb and insights into assembling DVE applications and the environment itself. In this paper, we open with a brief review of the applications that were the source for our insights and then present the lessons learned as a result of these projects. The lessons we have learned fall primarily into five areas. These areas are requirements development, software architecture, human-computer interaction, graphical database modeling, and construction of computer-generated forces.
2013-09-30
combining their know-how into a mathematical framework that properly captures their intent. Leveraging this framework is the final step by which all...into quantifiable and measureable concepts. The prior phase identified the capability gaps as the highest level goals and a series of DVE mitigation...gapy and s, is the level of satisfaction of said function as mathematically defined below. Similarly, the relationship between technology and
Development of Handling Qualities Criteria for Rotorcraft with Externally Slung Loads
NASA Technical Reports Server (NTRS)
Hoh, Roger H.; Heffley, Robert K.; Mitchell, David G.
2006-01-01
Piloted simulations were performed on the NASA-Ames Vertical Motion Simulator (VMS) to explore handling qualities issues for large cargo helicopters, particularly focusing on external slung load operations. The purpose of this work was based upon the need to include handling qualities criteria for cargo helicopters in an upgrade to the U.S. Army's rotorcraft handling qualities specification, Aeronautical Design Standard-33 (ADS-33E-PRF). From the VMS results, handling qualities criteria were developed fro cargo helicopters carrying external slung loads in the degraded visual environment (DVE). If satisfied, these criteria provide assurance that the handling quality rating (HQR) will be 4 or better for operations in the DVE, and with a load mass ratio of 0.33 or less. For lighter loads, flying qualities were found to be less dependent on the load geometry and therefore the significance of the criteria is less. For heavier loads, meeting the criteria ensures the best possible handling qualities, albeit Level 2 for load mass ratios greater than 0.33.
Design and pilot evaluation of the RAH-66 Comanche selectable control modes
NASA Technical Reports Server (NTRS)
Gold, Phillip J.; Dryfoos, James B.
1993-01-01
The RAH-66 Comanche helicopter has been designed to possess superior handling qualities over a wide range of flight conditions. The control laws have been tailored to satisfy the requirements of ADS-33C and the Weapon System Specification (WSS). This paper addresses the design of the Comanche Selectable Mode control laws (Velocity Stabilization/Hover Hold and Altitude Hold), which provide the additional stabilization and control augmentation needed when flying in a Degraded Visual Environment (DVE). An overview of the RAH-66 control laws is presented, including a detailed description of the Selectable Modes design. The primary focus of this paper is the results of piloted evaluation of these control laws in the Boeing motionbase simulator. These tests substantiate the detailed design of the Comanche Selectable Mode control laws. All tested DVE tasks (ADS-33C, sections 4.4 and 4.5) were rated Level 1. Other evaluation tasks confirmed the mission suitability of the control system. These control laws are ready for formal ADS-33C compliance testing in the Sikorsky Full Mission Simulator (FMS).
Multi-spectrum-based enhanced synthetic vision system for aircraft DVE operations
NASA Astrophysics Data System (ADS)
Kashyap, Sudesh K.; Naidu, V. P. S.; Shanthakumar, N.
2016-04-01
This paper focus on R&D being carried out at CSIR-NAL on Enhanced Synthetic Vision System (ESVS) for Indian regional transport aircraft to enhance all weather operational capabilities with safety and pilot Situation Awareness (SA) improvements. Flight simulator has been developed to study ESVS related technologies and to develop ESVS operational concepts for all weather approach and landing and to provide quantitative and qualitative information that could be used to develop criteria for all-weather approach and landing at regional airports in India. Enhanced Vision System (EVS) hardware prototype with long wave Infrared sensor and low light CMOS camera is used to carry out few field trials on ground vehicle at airport runway at different visibility conditions. Data acquisition and playback system has been developed to capture EVS sensor data (image) in time synch with test vehicle inertial navigation data during EVS field experiments and to playback the experimental data on ESVS flight simulator for ESVS research and concept studies. Efforts are on to conduct EVS flight experiments on CSIR-NAL research aircraft HANSA in Degraded Visual Environment (DVE).
NASA Technical Reports Server (NTRS)
Key, David L.; Heffley, Robert K.
2002-01-01
The purpose of the study was to develop generic design principles for obtaining attitude command response in moderate to aggressive maneuvers without increasing SCAS series servo authority from the existing +/- 10%. In particular, to develop a scheme that would work on the UH-60 helicopter so that it can be considered for incorporation in future upgrades. The basic math model was a UH-60A version of GENHEL. The simulation facility was the NASA-Ames Vertical Motion Simulator (VMS). Evaluation tasks were Hover, Acceleration-Deceleration, and Sidestep, as defined in ADS-33D-PRF for Degraded Visual Environment (DVE). The DVE was adjusted to provide a Usable Cue Environment (UCE) equal to two. The basic concept investigated was the extent to which the limited attitude command authority achievable by the series servo could be supplemented by a 10%/sec trim servo. The architecture used provided angular rate feedback to only the series servo, shared the attitude feedback between the series and trim servos, and when the series servo approached saturation the attitude feedback was slowly phased out. Results show that modest use of the trim servo does improve pilot ratings, especially in and around hover. This improvement can be achieved with little degradation in response predictability during moderately aggressive maneuvers.
Flat-panel display solutions for ground-environment military displays (Invited Paper)
NASA Astrophysics Data System (ADS)
Thomas, J., II; Roach, R.
2005-05-01
Displays for military vehicles have very distinct operational and cost requirements that differ from other military applications. These requirements demand that display suppliers to Army and Marine ground-environments provide low cost equipment that is capable of operation across environmental extremes. Inevitably, COTS components form the foundation of these "affordable" display solutions. This paper will outline the major display requirements and review the options that satisfy conflicting and difficult operational demands, using newly developed equipment as an example. Recently, a new supplier was selected for the Drivers Vision Enhancer (DVE) equipment, including the Display Control Module (DCM). The paper will outline the DVE and describe development of a new DCM solution. The DVE programme, with several thousand units presently in service and operational in conflicts such as "Operation Iraqi Freedom", represents a critical balance between cost and performance. We shall describe design considerations that include selection of COTS sources, the need to minimise display modification; video interfaces, power interfaces, operator interfaces and new provisions to optimise displayed video content.
A numerical tool for reproducing driver behaviour: experiments and predictive simulations.
Casucci, M; Marchitto, M; Cacciabue, P C
2010-03-01
This paper presents the simulation tool called SDDRIVE (Simple Simulation of Driver performance), which is the numerical computerised implementation of the theoretical architecture describing Driver-Vehicle-Environment (DVE) interactions, contained in Cacciabue and Carsten [Cacciabue, P.C., Carsten, O. A simple model of driver behaviour to sustain design and safety assessment of automated systems in automotive environments, 2010]. Following a brief description of the basic algorithms that simulate the performance of drivers, the paper presents and discusses a set of experiments carried out in a Virtual Reality full scale simulator for validating the simulation. Then the predictive potentiality of the tool is shown by discussing two case studies of DVE interactions, performed in the presence of different driver attitudes in similar traffic conditions.
Characterization of a herpes virus isolated from domestic geese in Australia
Gough, R.E.; Hansen, W.R.
2000-01-01
A herpesvirus (GHV 552/89) associated with high mortality in a flock of domestic geese in Australia was compared with duck virus enteritis (DVE) herpesvirus by cross-protection studies in domestic geese, Muscovy ducks and commercial Pekin ducks. In DVE-vaccinated geese, Muscovy ducks and Pekin ducks, mortality levels of 100, 50 and 0%, respectively, were recorded following challenge with GHV 552/89. Conversely, in geese, Muscovy ducks and Pekin ducks immunized with inactivated GHV 552/89, 100% mortality was observed in the geese and Muscovy ducks, and 80% in the Pekin ducks following challenge with DVE virus. The isolate was also compared with six other avian herpesviruses using cross-neutralization tests in cell cultures. No detectable cross-neutralization occurred with any of the avian herpesviruses tested. Further characterization of GHV 552/89 was undertaken by comparing its genome with strains of DVE herpesvirus using restriction endonuclease analysis of the viral DNA and a polymerase chain reaction (PCR) test. Following digestion with HindIII, the DNA fragment pattern of GHV 552/89 was found to be completely different from the DVE viruses. Similarities were found between the digestion patterns of a UK and a US DVE isolate, but both were distinguishable from a UK vaccine strain. The results of the PCR analysis and comparison using two DVE-specific primer sets did not produce specific amplification products of expected molecular weights (603 and 446 base pairs) from the GHV 552/89 genome. The PCR products derived from the DVE strains were similar to those derived from the DVE control DNA. From the results of this study, it is concluded that the goose herpesvirus GHV 552/89 is antigenically and genomically distinct from DVE herpesvirus.
NASA Astrophysics Data System (ADS)
Parker, Steve C. J.; Hickman, Duncan L.; Smith, Moira I.
2015-05-01
Effective reconnaissance, surveillance and situational awareness, using dual band sensor systems, require the extraction, enhancement and fusion of salient features, with the processed video being presented to the user in an ergonomic and interpretable manner. HALO™ is designed to meet these requirements and provides an affordable, real-time, and low-latency image fusion solution on a low size, weight and power (SWAP) platform. The system has been progressively refined through field trials to increase its operating envelope and robustness. The result is a video processor that improves detection, recognition and identification (DRI) performance, whilst lowering operator fatigue and reaction times in complex and highly dynamic situations. This paper compares the performance of HALO™, both qualitatively and quantitatively, with conventional blended fusion for operation in degraded visual environments (DVEs), such as those experienced during ground and air-based operations. Although image blending provides a simple fusion solution, which explains its common adoption, the results presented demonstrate that its performance is poor compared to the HALO™ fusion scheme in DVE scenarios.
Gene expression signatures in tree shrew choroid in response to three myopiagenic conditions
He, Li; Frost, Michael R.; Siegwart, John T.; Norton, Thomas T.
2014-01-01
We examined gene expression in tree shrew choroid in response to three different myopiagenic conditions: minus lens (ML) wear, form deprivation (FD), and continuous darkness (DK). Four groups of tree shrews (n = 7 per group) were used. Starting 24 days after normal eye opening (days of visual experience [DVE]), the ML group wore a monocular −5 D lens for 2 days. The FD group wore a monocular translucent diffuser for 2 days. The DK group experienced continuous darkness binocularly for 11 days, starting at 17 DVE. An age-matched normal group was examined at 26 DVE. Quantitative PCR was used to measure the relative (treated eye vs. control eye) differences in mRNA levels in the choroid for 77 candidate genes. Small myopic changes were observed in the treated eyes (relative to the control eyes) of the ML group (−1.0 ± 0.2 D; mean ± SEM) and FD group (−1.9 ± 0.2 D). A larger myopia developed in the DK group (−4.4 ± 1.0 D) relative to Normal eyes (both groups, mean of right and left eyes). In the ML group, 28 genes showed significant differential mRNA expression; eighteen were down-regulated. A very similar pattern occurred in the FD group; twenty-seven of the same genes were similarly regulated, along with five additional genes. Fewer expression differences in the DK group were significant compared to normal or the control eyes of the ML and FD groups, but the pattern was similar to that of the ML and FD differential expression patterns. These data suggest that, at the level of the choroid, the gene expression signatures produced by “GO” emmetropization signals are highly similar despite the different visual conditions. PMID:25072854
Dust-penetrating (DUSPEN) see-through lidar for helicopter situational awareness in DVE
NASA Astrophysics Data System (ADS)
Murray, James T.; Seely, Jason; Plath, Jeff; Gotfredson, Eric; Engel, John; Ryder, Bill; Van Lieu, Neil; Goodwin, Ron; Wagner, Tyler; Fetzer, Greg; Kridler, Nick; Melancon, Chris; Panici, Ken; Mitchell, Anthony
2013-10-01
Areté Associates recently developed and flight tested a next-generation low-latency near real-time dust-penetrating (DUSPEN) imaging lidar system. These tests were accomplished for Naval Air Warfare Center (NAWC) Aircraft Division (AD) 4.5.6 (EO/IR Sensor Division) under the Office of Naval Research (ONR) Future Naval Capability (FNC) Helicopter Low-Level Operations (HELO) Product 2 program. Areté's DUSPEN system captures full lidar waveforms and uses sophisticated real-time detection and filtering algorithms to discriminate hard target returns from dust and other obscurants. Down-stream 3D image processing methods are used to enhance pilot visualization of threat objects and ground features during severe DVE conditions. This paper presents results from these recent flight tests in full brown-out conditions at Yuma Proving Grounds (YPG) from a CH-53E Super Stallion helicopter platform.
Dust-Penetrating (DUSPEN) "see-through" lidar for helicopter situational awareness in DVE
NASA Astrophysics Data System (ADS)
Murray, James T.; Seely, Jason; Plath, Jeff; Gotfreson, Eric; Engel, John; Ryder, Bill; Van Lieu, Neil; Goodwin, Ron; Wagner, Tyler; Fetzer, Greg; Kridler, Nick; Melancon, Chris; Panici, Ken; Mitchell, Anthony
2013-05-01
Areté Associates recently developed and flight tested a next-generation low-latency near real-time dust-penetrating (DUSPEN) imaging lidar system. These tests were accomplished for Naval Air Warfare Center (NAWC) Aircraft Division (AD) 4.5.6 (EO/IR Sensor Division) under the Office of Naval Research (ONR) Future Naval Capability (FNC) Helicopter Low-Level Operations (HELO) Product 2 program. Areté's DUSPEN system captures full lidar waveforms and uses sophisticated real-time detection and filtering algorithms to discriminate hard target returns from dust and other obscurants. Down-stream 3D image processing methods are used to enhance pilot visualization of threat objects and ground features during severe DVE conditions. This paper presents results from these recent flight tests in full brown-out conditions at Yuma Proving Grounds (YPG) from a CH-53E Super Stallion helicopter platform.
NASA Technical Reports Server (NTRS)
Dugan, Daniel C.; Delamer, Kevin J.
2005-01-01
Because of increasing accident rates in Army helicopters in hover and low speed flight, a study was made in 1999 of accidents which could be attributed to inadequate stability augmentation. A study of civil helicopter accidents from 1993-2004 was then undertaken to pursue the issue of poor handling qualities in helicopters which, in almost all cases, had no stability augmentation. The vast majority of the mishaps studied occurred during daylight in visual meteorological condition, reducing the impact of degraded visual environments (DVE) on the results. Based on the Cooper-Harper Rating Scale, the handling qualities of many of the helicopters studied could be described as having from "very objectionable" to "major" deficiencies. These costly deficiencies have resulted in unnecessary loss of life, injury, and high dollar damage. Low cost and lightweight augmentation systems for helicopters have been developed in the past and are still being investigated. They offer the potential for significant reductions in the accident rate.
Duck viral enteritis (duck plague) in North American Waterfowl
Locke, Louis N.; Leibovitz, Louis; Herman, Carlton M.; Walker, John W.; Webb, James W.
1969-01-01
Duck Viral Enteritis (DVE) was first recognized in North America in January 1967, when an outbreak occurred in a commercial flock of white Pekin ducks in Suffolk County, Long Island, New York (Leibovitz and Hwang, 1968b). Originally described as a disease of domestic ducks in the Netherlands, DVE has since been reported from India and Belgium. it is also believed to have occurred in China and France (Jansen, 1968).This paper briefly reviews the status of DVE among wild waterfowl in North America and describes some of the characteristic lesions associated with this disease. The paper also mentions some of the work which has been undertaken to learn more about the status of DVE in North America.
Interlocked feedforward loops control cell-type-specific Rhodopsin expression in the Drosophila eye.
Johnston, Robert J; Otake, Yoshiaki; Sood, Pranidhi; Vogt, Nina; Behnia, Rudy; Vasiliauskas, Daniel; McDonald, Elizabeth; Xie, Baotong; Koenig, Sebastian; Wolf, Reinhard; Cook, Tiffany; Gebelein, Brian; Kussell, Edo; Nakagoshi, Hideki; Desplan, Claude
2011-06-10
How complex networks of activators and repressors lead to exquisitely specific cell-type determination during development is poorly understood. In the Drosophila eye, expression patterns of Rhodopsins define at least eight functionally distinct though related subtypes of photoreceptors. Here, we describe a role for the transcription factor gene defective proventriculus (dve) as a critical node in the network regulating Rhodopsin expression. dve is a shared component of two opposing, interlocked feedforward loops (FFLs). Orthodenticle and Dve interact in an incoherent FFL to repress Rhodopsin expression throughout the eye. In R7 and R8 photoreceptors, a coherent FFL relieves repression by Dve while activating Rhodopsin expression. Therefore, this network uses repression to restrict and combinatorial activation to induce cell-type-specific expression. Furthermore, Dve levels are finely tuned to yield cell-type- and region-specific repression or activation outcomes. This interlocked FFL motif may be a general mechanism to control terminal cell-fate specification. Copyright © 2011 Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Church, Philip; Borribanbunpotkat, Kiatchai; Trickey, Evan; Iles, Peter; Sekerka, Mike
2014-06-01
Neptec has developed a family of obscurant-penetrating 3D laser scanners called OPAL 2.0 that are being adapted for rotorcraft platforms. Neptec and Boeing have been working on an integrated system utilizing the OPAL LiDAR to support operations in degraded visual environments. OPAL scanners incorporate Neptec's patented obscurantpenetrating LiDAR technology which was extensively tested in controlled dust environments and helicopters for brownout mitigation. The OPAL uses a scanning mechanism based on the Risley prism pair. Data acquisition rates can go as high as 200kHz for ranges within 200m and 25kHz for ranges exceeding 200m. The scan patterns are created by the rotation of two prisms under independent motor control. The geometry and material properties of the prisms will define the conical field-of-view of the sensor, which can be set up to 120 degrees. Through detailed simulations and analysis of mission profiles, the system can be tailored for applications to rotorcrafts. Examples of scan patterns and control schemes based on these simulations will be provided along with data density predictions versus acquisition time for applicable DVE scenarios. Preliminary 3D data acquired in clear and obscurant conditions will be presented.
ERIC Educational Resources Information Center
Ausburn, Lynna J.; Ausburn, Floyd B.; Kroutter, Paul J.
2013-01-01
This study used a cross-case analysis methodology to compare four line-of-inquiry studies of desktop virtual environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex,…
Routes for virtually guided endoscopic liver resection of subdiaphragmatic liver tumors.
Aoki, Takeshi; Murakami, Masahiko; Fujimori, Akira; Koizumi, Tomotake; Enami, Yuta; Kusano, Tomokazu; Matsuda, Kazuhiro; Yamada, Kosuke; Nogaki, Koji; Wada, Yusuke; Hakozaki, Tomoki; Goto, Satoru; Watanabe, Makoto; Otsuka, Koji
2016-03-01
Laparoscopic and thoracoscopic/laparoscopic hepatectomy is a safe procedure that has potential advantages over open surgery. However, deeply positioned liver tumors require expert laparoscopic and thoracoscopic/laparoscopic hepatectomy techniques. Using simulated preoperative three-dimensional virtual endoscopy (P3DVE) guidance, we demonstrate herein that a thoracoscopic approach (TA), thoracoscopic-laparoscopic approach (TLA), and laparoscopic approach (LA) are all feasible and safe routes for performing pure laparoscopic and thoracoscopic/laparoscopic resection of liver tumors located in the 4a, 7, and 8 liver subdiaphragmatic areas. Thirty-eight patients underwent laparoscopic and thoracoscopic/laparoscopic partial liver resection (TA 13 cases, TLA two cases, and LA 23 cases) of the subdiaphragmatic area at Showa University Hospital. All surgical approaches were preoperatively determined based on preoperative 3D virtual endoscopic simulation (P3DVES) visualization and findings using the image processing software SYNAPSE VINCENT(®). Laparoscopic and thoracoscopic/laparoscopic liver resection was successfully performed for all cases under P3DVE instruction. The mean operative times using TA, TLA, and LA approaches were 193, 185, and 190 min, respectively. Mean blood loss during TA, TLA, and LA was 179, 138, and 73 g, respectively. No patients required conversion to open surgery, and there were no deaths, although there were three cases of Clavien-Dindo grade I in TA along with three cases of grade I and one case of grade II in LA. TA, TLA, and LA routes performed under P3DVE instruction are feasible and safe to perform for pure laparoscopic and thoracoscopic/laparoscopic liver resection in selected patients with lesions located in the hepatic subdiaphragmatic area.
Infectious complications related to external ventricular shunt. Incidence and risk factors.
López-Amor, L; Viña, L; Martín, L; Calleja, C; Rodríguez-García, R; Astola, I; Forcelledo, L; Álvarez-García, L; Díaz-Gómez, C; Fernández-Domínguez, J; Vázquez, F; Escudero, D
2017-10-01
Infectious complications related to external ventricular shunt (ICREVS) are a main problem in neurocritical intensive care units (ICU). The aim of the review is to assess the incidence of ICREVS and to analyse factors involved. Retrospective analysis, adult polyvalent ICU in a third level reference hospital. Patients carrying external ventricular shunt (DVE) were included. Those patients with central nervous system infection diagnosed prior DVE placement were excluded. 87 patients were included with 106 DVE. Most common admittance diagnosis was subarachnoid haemorrhage (49.4%). 31 patients with 32 DVE developed an ICREVS. Infection rate is 19.5 per 1000 days of shunt for ICREVS and 14 per 1000 days for ventriculitis. 31.6% of the patients developed ICREVS and 25.3% ventriculitis. Patients who developed ICREVS presented higher shunt manipulations (2.0 ± 0.6 vs. 3.26 ± 1.02, p=0.02), shunt repositioning (0.1 ± 0.1 vs. 0.2 ± 0.1) and ICU and hospital stay (29.8 ± 4.9 vs 49.8 ± 5.2, p<0.01 y 67.4 ± 18.8 vs. 108.9 ± 30.2, p=0.02. Those DVE with ICREVS were placed for longer not only at infection diagnosis but also at removal (12.6 ± 2.1 vs. 18.3 ± 3.6 and 12.6 ± 2.1 vs. 30.4 ± 7.3 days, p<0.01). No difference in mortality was found. One out of three patients with a DVE develops an infection. The risk factors are the number of manipulations, repositioning and the permanency days. Patients with ICREVS had a longer ICU and hospital average stay without an increase in mortality.
AlliedSignal driver's viewer enhancement (DVE) for paramilitary and commercial applications
NASA Astrophysics Data System (ADS)
Emanuel, Michael; Caron, Hubert; Kovacevic, Branislav; Faina-Cherkaoui, Marcela; Wrobel, Leslie; Turcotte, Gilles
1999-07-01
AlliedSignal Driver's Viewer Enhancement (DVE) system is a thermal imager using a 320 X 240 uncooled microbolometer array. This high performance system was initially developed for military combat and tactical wheeled vehicles. It features a very small sensor head remotely mounted from the display, control and processing module. The sensor head has a modular design and is being adapted to various commercial applications such as truck and car-driving aid, using specifically designed low cost optics. Tradeoffs in the system design, system features and test results are discussed in this paper. A short video shows footage of the DVE system while driving at night.
Mapping of ice, snow and water using aircraft-mounted LiDAR
NASA Astrophysics Data System (ADS)
Church, Philip; Matheson, Justin; Owens, Brett
2016-05-01
Neptec Technologies Corp. has developed a family of obscurant-penetrating 3D laser scanners (OPAL 2.0) that are being adapted for airborne platforms for operations in Degraded Visual Environments (DVE). The OPAL uses a scanning mechanism based on the Risley prism pair. Data acquisition rates can go as high as 200kHz for ranges within 240m and 25kHz for ranges exceeding 240m. The scan patterns are created by rotating two prisms under independent motor control producing a conical Field-Of-View (FOV). An OPAL laser scanner with 90° FOV was installed on a Navajo aircraft, looking down through an aperture in the aircraft floor. The rotation speeds of the Risley prisms were selected to optimize a uniformity of the data samples distribution on the ground. Flight patterns simulating a landing approach over snow and ice in an unprepared Arctic environment were also performed to evaluate the capability of the OPAL LiDAR to map snow and ice elevation distribution in real-time and highlight potential obstacles. Data was also collected to evaluate the detection of wires when flying over water, snow and ice. Main results and conclusions obtained from the flight data analysis are presented.
Performance and cost improvements in the display control module for DVE
NASA Astrophysics Data System (ADS)
Thomas, J.; Lorimer, S.,
2009-05-01
The DCM for the Drivers Vision Enhancer system is the display part of a relatively low cost IR imaging system for land-vehicles. Recent changes to operational needs, associated with asymmetrical warfare have added daytime operations to the uses for this mature system. This paper will discuss cost/performance tradeoffs and provide thoughts for "DVE of the future" in light of these new operational needs for the system.
Duck virus enteritis (duck plague) - a comprehensive update.
Dhama, Kuldeep; Kumar, Naveen; Saminathan, Mani; Tiwari, Ruchi; Karthik, Kumaragurubaran; Kumar, M Asok; Palanivelu, M; Shabbir, Muhammad Zubair; Malik, Yashpal Singh; Singh, Raj Kumar
2017-12-01
Duck virus enteritis (DVE), also called duck plague, is one of the major contagious and fatal diseases of ducks, geese and swan. It is caused by duck enteritis virus (DEV)/Anatid herpesvirus-1 of the genus Mardivirus, family Herpesviridae, and subfamily Alpha-herpesvirinae. Of note, DVE has worldwide distribution, wherein migratory waterfowl plays a crucial role in its transmission within and between continents. Furthermore, horizontal and/ or vertical transmission plays a significant role in disease spread through oral-fecal discharges. Either of sexes from varying age groups of ducks is vulnerable to DVE. The disease is characterized by sudden death, vascular damage and subsequent internal hemorrhage, lesions in lymphoid organs, digestive mucosal eruptions, severe diarrhea and degenerative lesions in parenchymatous organs. Huge economic losses are connected with acute nature of the disease, increased morbidity and mortality (5%-100%), condemnations of carcasses, decreased egg production and hatchability. Although clinical manifestations and histopathology can provide preliminary diagnosis, the confirmatory diagnosis involves virus isolation and detection using serological and molecular tests. For prophylaxis, both live-attenuated and killed vaccines are being used in broiler and breeder ducks above 2 weeks of age. Since DEV is capable of becoming latent as well as shed intermittently, recombinant subunit and DNA vaccines either alone or in combination (polyvalent) are being targeted for its benign prevention. This review describes DEV, epidemiology, transmission, the disease (DVE), pathogenesis, and advances in diagnosis, vaccination and antiviral agents/therapies along with appropriate prevention and control strategies.
Research on SaaS and Web Service Based Order Tracking
NASA Astrophysics Data System (ADS)
Jiang, Jianhua; Sheng, Buyun; Gong, Lixiong; Yang, Mingzhong
To solve the order tracking of across enterprises in Dynamic Virtual Enterprise (DVE), a SaaS and web service based order tracking solution was designed by analyzing the order management process in DVE. To achieve the system, the SaaS based architecture of data management on order tasks manufacturing states was constructed, and the encapsulation method of transforming application system into web service was researched. Then the process of order tracking in the system was given out. Finally, the feasibility of this study was verified by the development of a prototype system.
Embedded electronics for a video-rate distributed aperture passive millimeter-wave imager
NASA Astrophysics Data System (ADS)
Curt, Petersen F.; Bonnett, James; Schuetz, Christopher A.; Martin, Richard D.
2013-05-01
Optical upconversion for a distributed aperture millimeter wave imaging system is highly beneficial due to its superior bandwidth and limited susceptibility to EMI. These features mean the same technology can be used to collect information across a wide spectrum, as well as in harsh environments. Some practical uses of this technology include safety of flight in degraded visual environments (DVE), imaging through smoke and fog, and even electronic warfare. Using fiber-optics in the distributed aperture poses a particularly challenging problem with respect to maintaining coherence of the information between channels. In order to capture an image, the antenna aperture must be electronically steered and focused to a particular distance. Further, the state of the phased array must be maintained, even as environmental factors such as vibration, temperature and humidity adversely affect the propagation of the signals through the optical fibers. This phenomenon cannot be avoided or mitigated, but rather must be compensated for using a closed-loop control system. In this paper, we present an implementation of embedded electronics designed specifically for this purpose. This novel architecture is efficiently small, scalable to many simultaneously operating channels and sufficiently robust. We present our results, which include integration into a 220 channel imager and phase stability measurements as the system is stressed according to MIL-STD-810F vibration profiles of an H-53E heavy-lift helicopter.
A unified framework for building high performance DVEs
NASA Astrophysics Data System (ADS)
Lei, Kaibin; Ma, Zhixia; Xiong, Hua
2011-10-01
A unified framework for integrating PC cluster based parallel rendering with distributed virtual environments (DVEs) is presented in this paper. While various scene graphs have been proposed in DVEs, it is difficult to enable collaboration of different scene graphs. This paper proposes a technique for non-distributed scene graphs with the capability of object and event distribution. With the increase of graphics data, DVEs require more powerful rendering ability. But general scene graphs are inefficient in parallel rendering. The paper also proposes a technique to connect a DVE and a PC cluster based parallel rendering environment. A distributed multi-player video game is developed to show the interaction of different scene graphs and the parallel rendering performance on a large tiled display wall.
Guest Editor's introduction: Special issue on distributed virtual environments
NASA Astrophysics Data System (ADS)
Lea, Rodger
1998-09-01
Distributed virtual environments (DVEs) combine technology from 3D graphics, virtual reality and distributed systems to provide an interactive 3D scene that supports multiple participants. Each participant has a representation in the scene, often known as an avatar, and is free to navigate through the scene and interact with both the scene and other viewers of the scene. Changes to the scene, for example, position changes of one avatar as the associated viewer navigates through the scene, or changes to objects in the scene via manipulation, are propagated in real time to all viewers. This ensures that all viewers of a shared scene `see' the same representation of it, allowing sensible reasoning about the scene. Early work on such environments was restricted to their use in simulation, in particular in military simulation. However, over recent years a number of interesting and potentially far-reaching attempts have been made to exploit the technology for a range of other uses, including: Social spaces. Such spaces can be seen as logical extensions of the familiar text chat space. In 3D social spaces avatars, representing participants, can meet in shared 3D scenes and in addition to text chat can use visual cues and even in some cases spatial audio. Collaborative working. A number of recent projects have attempted to explore the use of DVEs to facilitate computer-supported collaborative working (CSCW), where the 3D space provides a context and work space for collaboration. Gaming. The shared 3D space is already familiar, albeit in a constrained manner, to the gaming community. DVEs are a logical superset of existing 3D games and can provide a rich framework for advanced gaming applications. e-commerce. The ability to navigate through a virtual shopping mall and to look at, and even interact with, 3D representations of articles has appealed to the e-commerce community as it searches for the best method of presenting merchandise to electronic consumers. The technology needed to support these systems crosses a number of disciplines in computer science. These include, but are certainly not limited to, real-time graphics for the accurate and realistic representation of scenes, group communications for the efficient update of shared consistent scene data, user interface modelling to exploit the use of the 3D representation and multimedia systems technology for the delivery of streamed graphics and audio-visual data into the shared scene. It is this intersection of technologies and the overriding need to provide visual realism that places such high demands on the underlying distributed systems infrastructure and makes DVEs such fertile ground for distributed systems research. Two examples serve to show how DVE developers have exploited the unique aspects of their domain. Communications. The usual tension between latency and throughput is particularly noticeable within DVEs. To ensure the timely update of multiple viewers of a particular scene requires that such updates be propagated quickly. However, the sheer volume of changes to any one scene calls for techniques that minimize the number of distinct updates that are sent to the network. Several techniques have been used to address this tension; these include the use of multicast communications, and in particular multicast in wide-area networks to reduce actual message traffic. Multicast has been combined with general group communications to partition updates to related objects or users of a scene. A less traditional approach has been the use of dead reckoning whereby a client application that visualizes the scene calculates position updates by extrapolating movement based on previous information. This allows the system to reduce the number of communications needed to update objects that move in a stable manner within the scene. Scaling. DVEs, especially those used for social spaces, are required to support large numbers of simultaneous users in potentially large shared scenes. The desire for scalability has driven different architectural designs, for example, the use of fully distributed architectures which scale well but often suffer performance costs versus centralized and hierarchical architectures in which the inverse is true. However, DVEs have also exploited the spatial nature of their domain to address scalability and have pioneered techniques that exploit the semantics of the shared space to reduce data updates and so allow greater scalability. Several of the systems reported in this special issue apply a notion of area of interest to partition the scene and so reduce the participants in any data updates. The specification of area of interest differs between systems. One approach has been to exploit a geographical notion, i.e. a regular portion of a scene, or a semantic unit, such as a room or building. Another approach has been to define the area of interest as a spatial area associated with an avatar in the scene. The five papers in this special issue have been chosen to highlight the distributed systems aspects of the DVE domain. The first paper, on the DIVE system, described by Emmanuel Frécon and Mårten Stenius explores the use of multicast and group communication in a fully peer-to-peer architecture. The developers of DIVE have focused on its use as the basis for collaborative work environments and have explored the issues associated with maintaining and updating large complicated scenes. The second paper, by Hiroaki Harada et al, describes the AGORA system, a DVE concentrating on social spaces and employing a novel communication technique that incorporates position update and vector information to support dead reckoning. The paper by Simon Powers et al explores the application of DVEs to the gaming domain. They propose a novel architecture that separates out higher-level game semantics - the conceptual model - from the lower-level scene attributes - the dynamic model, both running on servers, from the actual visual representation - the visual model - running on the client. They claim a number of benefits from this approach, including better predictability and consistency. Wolfgang Broll discusses the SmallView system which is an attempt to provide a toolkit for DVEs. One of the key features of SmallView is a sophisticated application level protocol, DWTP, that provides support for a variety of communication models. The final paper, by Chris Greenhalgh, discusses the MASSIVE system which has been used to explore the notion of awareness in the 3D space via the concept of `auras'. These auras define an area of interest for users and support a mapping between what a user is aware of, and what data update rate the communications infrastructure can support. We hope that this selection of papers will serve to provide a clear introduction to the distributed system issues faced by the DVE community and the approaches they have taken in solving them. Finally, we wish to thank Hubert Le Van Gong for his tireless efforts in pulling together all these papers and both the referees and the authors of the papers for the time and effort in ensuring that their contributions teased out the interesting distributed systems issues for this special issue. † E-mail address: rodger@arch.sel.sony.com
NASA Astrophysics Data System (ADS)
Nakata, Kotaro; Hasegawa, Takuma; Oyama, Takahiro; Miyakawa, Kazuya
2018-06-01
Stable isotopes (δ2H and δ18O) of water can help our understanding of origin, mixing and migration of groundwater. In the formation with low permeability, it provides information about migration mechanism of ion such as diffusion and/or advection. Thus it has been realized as very important information to understand the migration of water and ions in it. However, in formation with low permeability it is difficult to obtain the ground water sample as liquid and water in pores needs to be extracted to estimate it. Compressing rock is the most common and widely used method of extracting water in pores. However, changes in δ2H and δ18O may take place during compression because changes in ion concentration have been reported in previous studies. In this study, two natural rocks were compressed, and the changes in the δ2H and δ18O with compression pressure were investigated. Mechanisms for the changes in water isotopes observed during the compression were then discussed. In addition, δ2H and δ18O of water in pores were also evaluated by direct vapor equilibration and laser spectrometry (DVE-LS) and δ2H and δ18O were compared with those obtained by compression. δ2H was found to change during the compression and a part of this change was found to be explained by the effect of water from closed pores extracted by compression. In addition, water isotopes in both open and closed pores were estimated by combining the results of 2 kinds of compression experiments. Water isotopes evaluated by compression that not be affected by water from closed pores showed good agreements with those obtained by DVE-LS indicating compression could show the mixed information of water from open and closed pores, while DVE-LS could show the information only for open pores. Thus, the comparison of water isotopes obtained by compression and DVE-LS could provide the information about water isotopes in closed and open pores.
Zahalka, Neriman; Sadan, Oscar; Malinger, Gustav; Liberati, Marco; Boaz, Mona; Glezerman, Marek; Rotmensch, Sigi
2005-08-01
Precise determination of fetal head position in labor is a prerequisite for safe instrumental deliveries, and essential for the assessment of labor progress. Recent studies have cast serious doubts on the accuracy of the time-honored digital vaginal examination (DVE) in comparison to transabdominal ultrasound scans (TUS). However, transabdominal imaging is technically difficult with a deeply engaged fetal head in the second stage of labor. We examined the accuracy and time requirements of transvaginal scans (TVS) in the second stage of labor for determination of fetal head position. Sixty laboring women in the second stage of labor with a deeply engaged fetal head were examined by experienced nurse midwives and senior residents. Fetal head position was recorded as "time on a 12-hour clock." Subsequently, TUS and TVS were independently performed by a skilled sonographer. Accuracy and time requirements for all 3 examinations were recorded. Fetal head position could be determined in all cases by TVS, but not in 7 cases and 9 cases by DVE and TUS, respectively (P < .03; P < .008). A discrepancy of 60 degrees or more between the DVE and TUS or TVS was found in 13/60 cases (21.7%) and 14/60 cases (23.3%), respectively. A > or = 90 degrees discrepancy was found in 9/60 cases (15%) and 12/60 cases (20%), respectively (P < .02 for comparison of TUS and TVS). In 5 cases, the digital examination erroneously perceived an occiput posterior position as occiput anterior. No significant differences in fetal head position were detected between TUS and TVS, when the examination was technically feasible. The mean time (+/-SD) required for determining fetal head position was shortest for TVS (8.7 +/- 5.8 seconds) in comparison to DVE (22.7 +/- 14.6 seconds; P < .0001) or TAS (31.7 +/- 19.1 seconds; P < .0001). Transvaginal sonography was the most successful and accurate method for determination of fetal head position in the second stage of labor, and required the least time for performance. We believe that TVS should be routinely performed in the labor room setting for the determination of fetal head position.
ALLFlight: detection of moving objects in IR and ladar images
NASA Astrophysics Data System (ADS)
Doehler, H.-U.; Peinecke, Niklas; Lueken, Thomas; Schmerwitz, Sven
2013-05-01
Supporting a helicopter pilot during landing and takeoff in degraded visual environment (DVE) is one of the challenges within DLR's project ALLFlight (Assisted Low Level Flight and Landing on Unprepared Landing Sites). Different types of sensors (TV, Infrared, mmW radar and laser radar) are mounted onto DLR's research helicopter FHS (flying helicopter simulator) for gathering different sensor data of the surrounding world. A high performance computer cluster architecture acquires and fuses all the information to get one single comprehensive description of the outside situation. While both TV and IR cameras deliver images with frame rates of 25 Hz or 30 Hz, Ladar and mmW radar provide georeferenced sensor data with only 2 Hz or even less. Therefore, it takes several seconds to detect or even track potential moving obstacle candidates in mmW or Ladar sequences. Especially if the helicopter is flying with higher speed, it is very important to minimize the detection time of obstacles in order to initiate a re-planning of the helicopter's mission timely. Applying feature extraction algorithms on IR images in combination with data fusion algorithms of extracted features and Ladar data can decrease the detection time appreciably. Based on real data from flight tests, the paper describes applied feature extraction methods for moving object detection, as well as data fusion techniques for combining features from TV/IR and Ladar data.
A DVE Time Management Simulation and Verification Platform Based on Causality Consistency Middleware
NASA Astrophysics Data System (ADS)
Zhou, Hangjun; Zhang, Wei; Peng, Yuxing; Li, Sikun
During the course of designing a time management algorithm for DVEs, the researchers always become inefficiency for the distraction from the realization of the trivial and fundamental details of simulation and verification. Therefore, a platform having realized theses details is desirable. However, this has not been achieved in any published work to our knowledge. In this paper, we are the first to design and realize a DVE time management simulation and verification platform providing exactly the same interfaces as those defined by the HLA Interface Specification. Moreover, our platform is based on a new designed causality consistency middleware and might offer the comparison of three kinds of time management services: CO, RO and TSO. The experimental results show that the implementation of the platform only costs small overhead, and that the efficient performance of it is highly effective for the researchers to merely focus on the improvement of designing algorithms.
Long-wavelength (red) light produces hyperopia in juvenile and adolescent tree shrews.
Gawne, Timothy J; Ward, Alexander H; Norton, Thomas T
2017-11-01
In infant tree shrews, exposure to narrow-band long-wavelength (red) light, that stimulates long-wavelength sensitive cones almost exclusively, slows axial elongation and produces hyperopia. We asked if red light produces hyperopia in juvenile and adolescent animals, ages when plus lenses are ineffective. Animals were raised in fluorescent colony lighting (100-300 lux) until they began 13days of red-light treatment at 11 (n=5, "infant"), 35 (n=5, "juvenile") or 95 (n=5, "adolescent") days of visual experience (DVE). LEDs provided 527-749 lux on the cage floor. To control for the higher red illuminance, a fluorescent control group (n=5) of juvenile (35 DVE) animals was exposed to ∼975 lux. Refractions were measured daily; ocular component dimensions at the start and end of treatment and end of recovery in colony lighting. These groups were compared with normals (n=7). In red light, the refractive state of both juvenile and adolescent animals became significantly (P<0.05) hyperopic: juvenile 3.9±1.0 diopters (D, mean±SEM) vs. normal 0.8±0.1D; adolescent 1.6±0.2D vs. normal 0.4±0.1D. The fluorescent control group refractions (0.6±0.3D) were normal. In red-treated juveniles the vitreous chamber was significantly smaller than normal (P<0.05): juvenile 2.67±0.03mmvs. normal 2.75±0.02mm. The choroid was also significantly thicker: juvenile 77±4μmvs. normal 57±3μm (P<0.05). Although plus lenses do not restrain eye growth in juvenile tree shrews, the red light-induced slowed growth and hyperopia in juvenile and adolescent tree shrews demonstrates that the emmetropization mechanism is still capable of restraining eye growth at these ages. Copyright © 2017 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Lyons, D. J.; Slater, S. J.; Slater, T. F.
2011-12-01
Exploring the impact of a novel inquiry-based earth and space science laboratory curriculum designed using the Backwards Faded Scaffolding inquiry teaching framework on non-science majoring undergraduate students' views of the nature of scientific inquiry (NOSI), this study focused on two aspects of NOSI: The Distinction between Data and Evidence (DvE), and The Multiple Methods of Science (MMS). In the first stage, student participant views of NOSI were measured using the VOSI-4 research instrument before and after the intervention. In the second stage, the quantitative results were used to strategically design a qualitative investigation, in which the four lab instructors were interviewed about their observations of how the student participants interacted with the intervention curriculum as compared to traditional lab activities, as well as their suggestions as to how the curriculum may or may not have contributed to the results of the first stage. These interviews were summarized and analyzed for common themes as to how the intervention curriculum influenced the students' understandings of the two aspect of NOSI. According to the results of a Wilcoxon Signed Rank test, there was a significant shift in the distributions of both samples toward a more informed understanding of DvE after the intervention curriculum was administered, while there was no significant change in either direction for understanding of MMS. The results of the instructor interview analysis suggested that the intervention curriculum provided multiple opportunities for students to evaluate and determine the relevance of data in the context of producing evidence-based conclusions directly related to specific research questions, thereby supporting the development of more informed views of DvE.
On delay adjustment for dynamic load balancing in distributed virtual environments.
Deng, Yunhua; Lau, Rynson W H
2012-04-01
Distributed virtual environments (DVEs) are becoming very popular in recent years, due to the rapid growing of applications, such as massive multiplayer online games (MMOGs). As the number of concurrent users increases, scalability becomes one of the major challenges in designing an interactive DVE system. One solution to address this scalability problem is to adopt a multi-server architecture. While some methods focus on the quality of partitioning the load among the servers, others focus on the efficiency of the partitioning process itself. However, all these methods neglect the effect of network delay among the servers on the accuracy of the load balancing solutions. As we show in this paper, the change in the load of the servers due to network delay would affect the performance of the load balancing algorithm. In this work, we conduct a formal analysis of this problem and discuss two efficient delay adjustment schemes to address the problem. Our experimental results show that our proposed schemes can significantly improve the performance of the load balancing algorithm with neglectable computation overhead.
De Boever, J L; Blok, M C; Millet, S; Vanacker, J; De Campeneere, S
2014-11-01
The chemical composition inclusive amino acids (AAs) and the energy and protein value of three wheat, three maize and seven blend (mainly wheat) dried distillers grains and solubles (DDGS) were determined. The net energy for lactation (NEL) was derived from digestion coefficients obtained with sheep. The digestible protein in the intestines (DVE) and the degraded protein balance (OEB) were determined by nylon bag incubations in the rumen and the intestines of cannulated cows. Additional chemical parameters like acid-detergent insoluble CP (ADICP), protein solubility in water, in borate-phosphate buffer and in pepsin-HCl, in vitro digestibility (cellulase, protease, rumen fluid) and colour scores (L*, a*, b*) were evaluated as potential predictors of the energy and protein value. Compared to wheat DDGS (WDDGS), maize DDGS (MDDGS) had a higher NEL-value (8.49 v. 7.38 MJ/kg DM), a higher DVE-content (216 v. 198 g/kg DM) and a lower OEB-value (14 v. 66 g/kg DM). The higher energy value of MDDGS was mainly due to the higher crude fat (CFA) content (145 v. 76 g/kg DM) and also to better digestible cell-walls, whereas the higher protein value was mainly due to the higher percentage of rumen bypass protein (RBP: 69.8 v. 55.6%). The NEL-value of blend DDGS (BDDGS) was in between that of the pure DDGS-types, whereas its DVE-value was similar to MDDGS. Although lower in CP and total AAs, MDDGS provided a similar amount of essential AAs as the other DDGS-types. Lysine content was most reduced in the production of WDDGS and cysteine in MDDGS. Fat content explained 68.6% of the variation in NEL, with hemicellulose and crude ash as extra explaining variables. The best predictor for RBP as well as for OEB was the protein solubility in pepsin-HCl (R 2=77.3% and 83.5%). Intestinal digestibility of RBP could best be predicted by ADF (R 3=73.6%) and the combination of CFA and NDF could explain 60.2% of the variation in the content of absorbable microbial protein. The availability of AAs could accurately be predicted from the rumen bypass and intestinal digestibility of CP.
The Effects of Spatial Disorientation on Working Memory and Mathematical Processing
2010-12-17
Regulation 70-25 and USAMRMC Regulation 70-25 on use of volunteers in research. Standard Form 298 (Rev. 8/98) REPORT DOCUMENTATION PAGE Prescribed...DeHart & Davis, 2002). Previc and Ercoline (2004) cite three reasons as to why formation flight in DVE is particularly conducive to SD: (1) pilots...within normal limits” as defined by American National Standards Institute. A power analysis indicated a total of 36 participants were needed for the study
The nutritive value of condensed wheat distillers solubles for cattle.
De Boever, J L; Blok, M C; Millet, S; Vanacker, J; De Campeneere, S
2016-12-01
The chemical composition and the energy and protein value of five batches of condensed distillers solubles (CDS) originating from wheat were determined. The net energy for lactation (NEL) was derived from digestion coefficients obtained with sheep. The true protein digested in the small intestine (DVE) and the rumen degradable protein balance (OEB) were based on the rumen degradation rate (kd D ), the rumen undegradable fraction (U) and intestinal digestibility of undegraded protein (%DVBE) predicted by regression equations derived from a data set of 28 protein feeds with kd D , U and %DVBE determined in situ. The CDS is a by-product with a high, but very variable CP content (238 to 495 g/kg DM). The CP contained on average 81% amino acids, with glutamine as main component (on average 21.8% of CP) and a relatively good lysine proportion (3.0%). Further, CDS contains quite a lot of crude fat (mean±SD: 71±14 g/kg DM), glycerol (95±52 g/kg DM) and sugars (123±24 g/kg DM) resulting in a high organic matter digestibility (88.6±3.0%) and high NEL content (8.3±0.4 MJ/kg DM). The protein value showed a large variation, with DVE ranging from 122 to 244 g/kg DM and OEB from 50 to 204 g/kg DM. Wheat CDS is a rich source of minerals and trace elements with exception of calcium.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Doiron, K.; Yu, P; McKinnon, J
2009-01-01
The objectives of this study were to reveal protein structures of feed tissues affected by heat processing at a cellular level, using the synchrotron-based Fourier transform infrared microspectroscopy as a novel approach, and quantify protein structure in relation to protein digestive kinetics and nutritive value in the rumen and intestine in dairy cattle. The parameters assessed included (1) protein structure a-helix to e-sheet ratio; (2) protein subfractions profiles; (3) protein degradation kinetics and effective degradability; (4) predicted nutrient supply using the intestinally absorbed protein supply (DVE)/degraded protein balance (OEB) system for dairy cattle. In this study, Vimy flaxseed protein wasmore » used as a model feed protein and was autoclave-heated at 120C for 20, 40, and 60 min in treatments T1, T2, and T3, respectively. The results showed that using the synchrotron-based Fourier transform infrared microspectroscopy revealed and identified the heat-induced protein structure changes. Heating at 120C for 40 and 60 min increased the protein structure a-helix to e-sheet ratio. There were linear effects of heating time on the ratio. The heating also changed chemical profiles, which showed soluble CP decreased upon heating with concomitant increases in nonprotein nitrogen, neutral, and acid detergent insoluble nitrogen. The protein subfractions with the greatest changes were PB1, which showed a dramatic reduction, and PB2, which showed a dramatic increase, demonstrating a decrease in overall protein degradability. In situ results showed a reduction in rumen-degradable protein and in rumen-degradable dry matter without differences between the treatments. Intestinal digestibility, determined using a 3-step in vitro procedure, showed no changes to rumen undegradable protein. Modeling results showed that heating increased total intestinally absorbable protein (feed DVE value) and decreased degraded protein balance (feed OEB value), but there were no differences between the treatments. There was a linear effect of heating time on the DVE and a cubic effect on the OEB value. Our results showed that heating changed chemical profiles, protein structure a-helix to e-sheet ratio, and protein subfractions; decreased rumen-degradable protein and rumen-degradable dry matter; and increased potential nutrient supply to dairy cattle. The protein structure a-helix to e-sheet ratio had a significant positive correlation with total intestinally absorbed protein supply and negative correlation with degraded protein balance.« less
1983-01-14
A16-R123 238 THE REACTION"OF OXYGEN-NITROGEN MIXTURES WITH GRANULARR i/i ACTIVATED CARBONS..(U) NAVAL RESEARCH LAB WASHINGTON)C I V R DEITZ 14 JAN 83...Temperature VICTOR R. Dull r Surface CIhenrisrv Braiwl Ciernisiry Divisioni January 14 , 1983 tr ID. .4 ~NAVAL RESEARCH LABORATORY i tC. Washington, D.C. Cu...12. REPORT DATE CDR ARRADCOM January 14,1983 Dve-r, NJ 07801 13. NUMBER OF PAGES 30 14 . MONITORING AGENCY NAME & ADDRESS(II dilferent from Controlling
An outbreak of duck virus enteritis (duck plague) in a captive flock of mixed waterfowl
Montgomery, Roy D.; Stein, George; Novilla, Meliton N.; Hurley, Sarah S.; Fink, Robert J.
1981-01-01
An outbreak of duck virus enteritis occurred in a flock of captive waterfowl composed of mallards (Anas platyrhynchos), black ducks (Anas rubripes), and Canada geese (Branta canadensis). Although all three species were housed together, morbidity and mortality were confined to the 227 black ducks and Canada geese, of which 180 died and the rest were left in a weakened condition. Lesions are given for 20 black ducks and 4 Canada geese dying from DVE. In addition, both horizontal and vertical transmission are discussed as possible sources of the virus that caused this outbreak.
1991-08-01
ADA2 0 54 ENTATION PAGE_ IO ft 070401) s . 1215 JftvnDveHIy Sk 24 Arknscd. VA 22202-4M2. ao o d sOicei al kiio.so and PRagulmoy Aftirs Oceo i Ai.trNY...AUTHOR( S ) Wright- Patterson AFB, Dayton, OH USA 7. PERFORMING ORGANIZATION NAME( S ) AND ADDRESS(ES) 8. PERFORMING ORGANIZATION Ada Validation Facility...AGENCY NAM E( S ) AND ADDRESS(ES) 10. SPONSORINGMONITORING AGENCY Ada Joint Program Off ice REPORT NUMBER United States Department of Defense Pentagon, Rm
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.
Duck viral enteritis in domestic muscovy ducks in Pennsylvania
Davison, S.; Converse, K.A.; Hamir, A.N.; Eckroade, R.J.
1993-01-01
Duck viral enteritis (DVE) outbreaks occurred at two different locations in Pennsylvania in 1991 and 1992. In the first outbreak, four ducks died out of a group of 30 domestic ducks; in the second outbreak, 65 ducks died out of a group of 114 domestic ducks, and 15 domestic geese died as well. A variety of species of ducks were present on both premises, but only muscovy ducks (Cairina moschata) died from the disease. On necropsy, gross lesions included hepatomegaly with petechial hemorrhages, petechial hemorrhages in the abdominal fat, petechial hemorrhages on the epicardial surface of the heart, and multifocal to coalescing areas of fibrinonecrotic material over the mucosal surface of the trachea, esophagus, intestine, and cloaca. Histologically, the liver had random multifocal areas of necrosis and eosinophilic intranuclear inclusion bodies in hepatocytes. DVE virus was isolated and identified using muscovy duck embryo fibroblast inoculation and virus neutralization. /// En dos sitios diferentes se presentaron brotes de enteritis viral de los patos en el estados de Pensilvania en los a??os 1991 y 1992. En el primer brote, cuatro de un lote de 30 patos murieron mientras que en el segundo brote murieron 65 patos de un lote de 114 patos y 15 gansos. En ambas localidades exist?-a una variedad de especies de patos, sin embargo, s??lamente los patos almizcleros (Cairina moschata) murieron. A la necropsia, las lesiones macrosc??picas incluyeron hepatomegalia con hemorragias petequiales, hemorragias petequiales en la grasa abdominal y en la superficie del epicardio, y ?!reas multifocales o coalescentes de material fibrinonecr??tico sobre la superficie de la mucosa de la tr?!quea, es??fago, intestino y cloaca. Histol??gicamente, el h?-gado mostraba ?!reas multifocales de necrosis y cuerpos de inclusi??n intranucleares eosinof?-licos en los hepatocitos. El virus de la enteritis viral de los patos fue aislado e identificado usando fibroblasto de embriones de pato almizclero y mediante la virus neutralizaci??n.
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.
Mishra, Abhishek Kumar; Bargmann, Bastiaan O R; Tsachaki, Maria; Fritsch, Cornelia; Sprecher, Simon G
2016-02-15
Sensory perception of light is mediated by specialized Photoreceptor neurons (PRs) in the eye. During development all PRs are genetically determined to express a specific Rhodopsin (Rh) gene and genes mediating a functional phototransduction pathway. While the genetic and molecular mechanisms of PR development is well described in the adult compound eye, it remains unclear how the expression of Rhodopsins and the phototransduction cascade is regulated in other visual organs in Drosophila, such as the larval eye and adult ocelli. Using transcriptome analysis of larval PR-subtypes and ocellar PRs we identify and study new regulators required during PR differentiation or necessary for the expression of specific signaling molecules of the functional phototransduction pathway. We found that the transcription factor Krüppel (Kr) is enriched in the larval eye and controls PR differentiation by promoting Rh5 and Rh6 expression. We also identified Camta, Lola, Dve and Hazy as key genes acting during ocellar PR differentiation. Further we show that these transcriptional regulators control gene expression of the phototransduction cascade in both larval eye and adult ocelli. Our results show that PR cell type-specific transcriptome profiling is a powerful tool to identify key transcriptional regulators involved during several aspects of PR development and differentiation. Our findings greatly contribute to the understanding of how combinatorial action of key transcriptional regulators control PR development and the regulation of a functional phototransduction pathway in both larval eye and adult ocelli. Copyright © 2015 Elsevier Inc. All rights reserved.
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.
ERIC Educational Resources Information Center
Dunn Foundation, Warwick, RI.
Recognizing that community growth and change are inevitable, Viewfinders' goals are as follows: to introduce students and teachers to the concept of the visual environment; enhance an understanding of the interrelationship between the built and natural environment; create an awareness that the visual environment affects the economy and quality of…
Idiosyncratic characteristics of saccadic eye movements when viewing different visual environments.
Andrews, T J; Coppola, D M
1999-08-01
Eye position was recorded in different viewing conditions to assess whether the temporal and spatial characteristics of saccadic eye movements in different individuals are idiosyncratic. Our aim was to determine the degree to which oculomotor control is based on endogenous factors. A total of 15 naive subjects viewed five visual environments: (1) The absence of visual stimulation (i.e. a dark room); (2) a repetitive visual environment (i.e. simple textured patterns); (3) a complex natural scene; (4) a visual search task; and (5) reading text. Although differences in visual environment had significant effects on eye movements, idiosyncrasies were also apparent. For example, the mean fixation duration and size of an individual's saccadic eye movements when passively viewing a complex natural scene covaried significantly with those same parameters in the absence of visual stimulation and in a repetitive visual environment. In contrast, an individual's spatio-temporal characteristics of eye movements during active tasks such as reading text or visual search covaried together, but did not correlate with the pattern of eye movements detected when viewing a natural scene, simple patterns or in the dark. These idiosyncratic patterns of eye movements in normal viewing reveal an endogenous influence on oculomotor control. The independent covariance of eye movements during different visual tasks shows that saccadic eye movements during active tasks like reading or visual search differ from those engaged during the passive inspection of visual scenes.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Scholtz, Jean
A new field of research, visual analytics, has recently been introduced. This has been defined as “the science of analytical reasoning facilitated by visual interfaces." Visual analytic environments, therefore, support analytical reasoning using visual representations and interactions, with data representations and transformation capabilities, to support production, presentation and dissemination. As researchers begin to develop visual analytic environments, it will be advantageous to develop metrics and methodologies to help researchers measure the progress of their work and understand the impact their work will have on the users who will work in such environments. This paper presents five areas or aspects ofmore » visual analytic environments that should be considered as metrics and methodologies for evaluation are developed. Evaluation aspects need to include usability, but it is necessary to go beyond basic usability. The areas of situation awareness, collaboration, interaction, creativity, and utility are proposed as areas for initial consideration. The steps that need to be undertaken to develop systematic evaluation methodologies and metrics for visual analytic environments are outlined.« less
A visual-environment simulator with variable contrast
NASA Astrophysics Data System (ADS)
Gusarova, N. F.; Demin, A. V.; Polshchikov, G. V.
1987-01-01
A visual-environment simulator is proposed in which the image contrast can be varied continuously up to the reversal of the image. Contrast variability can be achieved by using two independently adjustable light sources to simultaneously illuminate the carrier of visual information (e.g., a slide or a cinematographic film). It is shown that such a scheme makes it possible to adequately model a complex visual environment.
Extended Glauert tip correction to include vortex rollup effects
DOE Office of Scientific and Technical Information (OSTI.GOV)
Maniaci, David; Schmitz, Sven
Wind turbine loads predictions by blade-element momentum theory using the standard tip-loss correction have been shown to over-predict loading near the blade tip in comparison to experimental data. This over-prediction is theorized to be due to the assumption of light rotor loading, inherent in the standard tip-loss correction model of Glauert. A higher- order free-wake method, WindDVE, is used to compute the rollup process of the trailing vortex sheets downstream of wind turbine blades. Results obtained serve an exact correction function to the Glauert tip correction used in blade-element momentum methods. Lastly, it is found that accounting for the effectsmore » of tip vortex rollup within the Glauert tip correction indeed results in improved prediction of blade tip loads computed by blade-element momentum methods.« less
Extended Glauert tip correction to include vortex rollup effects
Maniaci, David; Schmitz, Sven
2016-10-03
Wind turbine loads predictions by blade-element momentum theory using the standard tip-loss correction have been shown to over-predict loading near the blade tip in comparison to experimental data. This over-prediction is theorized to be due to the assumption of light rotor loading, inherent in the standard tip-loss correction model of Glauert. A higher- order free-wake method, WindDVE, is used to compute the rollup process of the trailing vortex sheets downstream of wind turbine blades. Results obtained serve an exact correction function to the Glauert tip correction used in blade-element momentum methods. Lastly, it is found that accounting for the effectsmore » of tip vortex rollup within the Glauert tip correction indeed results in improved prediction of blade tip loads computed by blade-element momentum methods.« less
Postural and Spatial Orientation Driven by Virtual Reality
Keshner, Emily A.; Kenyon, Robert V.
2009-01-01
Orientation in space is a perceptual variable intimately related to postural orientation that relies on visual and vestibular signals to correctly identify our position relative to vertical. We have combined a virtual environment with motion of a posture platform to produce visual-vestibular conditions that allow us to explore how motion of the visual environment may affect perception of vertical and, consequently, affect postural stabilizing responses. In order to involve a higher level perceptual process, we needed to create a visual environment that was immersive. We did this by developing visual scenes that possess contextual information using color, texture, and 3-dimensional structures. Update latency of the visual scene was close to physiological latencies of the vestibulo-ocular reflex. Using this system we found that even when healthy young adults stand and walk on a stable support surface, they are unable to ignore wide field of view visual motion and they adapt their postural orientation to the parameters of the visual motion. Balance training within our environment elicited measurable rehabilitation outcomes. Thus we believe that virtual environments can serve as a clinical tool for evaluation and training of movement in situations that closely reflect conditions found in the physical world. PMID:19592796
Influence of moving visual environment on sit-to-stand kinematics in children and adults.
Slaboda, Jill C; Barton, Joseph E; Keshner, Emily A
2009-08-01
The effect of visual field motion on the sit-to-stand kinematics of adults and children was investigated. Children (8 to12 years of age) and adults (21 to 49 years of age) were seated in a virtual environment that rotated in the pitch and roll directions. Participants stood up either (1) concurrent with onset of visual motion or (2) after an immersion period in the moving visual environment, and (3) without visual input. Angular velocities of the head with respect to the trunk, and trunk with respect to the environment, w ere calculated as was head andtrunk center of mass. Both adults and children reduced head and trunk angular velocity after immersion in the moving visual environment. Unlike adults, children demonstrated significant differences in displacement of the head center of mass during the immersion and concurrent trials when compared to trials without visual input. Results suggest a time-dependent effect of vision on sit-to-stand kinematics in adults, whereas children are influenced by the immediate presence or absence of vision.
Headphone and Head-Mounted Visual Displays for Virtual Environments
NASA Technical Reports Server (NTRS)
Begault, Duran R.; Ellis, Stephen R.; Wenzel, Elizabeth M.; Trejo, Leonard J. (Technical Monitor)
1998-01-01
A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.
Information Virtulization in Virtual Environments
NASA Technical Reports Server (NTRS)
Bryson, Steve; Kwak, Dochan (Technical Monitor)
2001-01-01
Virtual Environments provide a natural setting for a wide range of information visualization applications, particularly wlieit the information to be visualized is defined on a three-dimensional domain (Bryson, 1996). This chapter provides an overview of the issues that arise when designing and implementing an information visualization application in a virtual environment. Many design issues that arise, such as, e.g., issues of display, user tracking are common to any application of virtual environments. In this chapter we focus on those issues that are special to information visualization applications, as issues of wider concern are addressed elsewhere in this book.
Audio-visual interactions in environment assessment.
Preis, Anna; Kociński, Jędrzej; Hafke-Dys, Honorata; Wrzosek, Małgorzata
2015-08-01
The aim of the study was to examine how visual and audio information influences audio-visual environment assessment. Original audio-visual recordings were made at seven different places in the city of Poznań. Participants of the psychophysical experiments were asked to rate, on a numerical standardized scale, the degree of comfort they would feel if they were in such an environment. The assessments of audio-visual comfort were carried out in a laboratory in four different conditions: (a) audio samples only, (b) original audio-visual samples, (c) video samples only, and (d) mixed audio-visual samples. The general results of this experiment showed a significant difference between the investigated conditions, but not for all the investigated samples. There was a significant improvement in comfort assessment when visual information was added (in only three out of 7 cases), when conditions (a) and (b) were compared. On the other hand, the results show that the comfort assessment of audio-visual samples could be changed by manipulating the audio rather than the video part of the audio-visual sample. Finally, it seems, that people could differentiate audio-visual representations of a given place in the environment based rather of on the sound sources' compositions than on the sound level. Object identification is responsible for both landscape and soundscape grouping. Copyright © 2015. Published by Elsevier B.V.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2009-09-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2010-11-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
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.
Associative visual learning by tethered bees in a controlled visual environment.
Buatois, Alexis; Pichot, Cécile; Schultheiss, Patrick; Sandoz, Jean-Christophe; Lazzari, Claudio R; Chittka, Lars; Avarguès-Weber, Aurore; Giurfa, Martin
2017-10-10
Free-flying honeybees exhibit remarkable cognitive capacities but the neural underpinnings of these capacities cannot be studied in flying insects. Conversely, immobilized bees are accessible to neurobiological investigation but display poor visual learning. To overcome this limitation, we aimed at establishing a controlled visual environment in which tethered bees walking on a spherical treadmill learn to discriminate visual stimuli video projected in front of them. Freely flying bees trained to walk into a miniature Y-maze displaying these stimuli in a dark environment learned the visual discrimination efficiently when one of them (CS+) was paired with sucrose and the other with quinine solution (CS-). Adapting this discrimination to the treadmill paradigm with a tethered, walking bee was successful as bees exhibited robust discrimination and preferred the CS+ to the CS- after training. As learning was better in the maze, movement freedom, active vision and behavioral context might be important for visual learning. The nature of the punishment associated with the CS- also affects learning as quinine and distilled water enhanced the proportion of learners. Thus, visual learning is amenable to a controlled environment in which tethered bees learn visual stimuli, a result that is important for future neurobiological studies in virtual reality.
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.
Deyer, T W; Ashton-Miller, J A
1999-09-01
To test the (null) hypotheses that the reliability of unipedal balance is unaffected by the attenuation of visual velocity feedback and that, relative to baseline performance, deterioration of balance success rates from attenuated visual velocity feedback will not differ between groups of young men and older women, and the presence (or absence) of a vertical foreground object will not affect balance success rates. Single blind, single case study. University research laboratory. Two volunteer samples: 26 healthy young men (mean age, 20.0yrs; SD, 1.6); 23 healthy older women (mean age, 64.9 yrs; SD, 7.8). Normalized success rates in unipedal balance task. Subjects were asked to transfer to and maintain unipedal stance for 5 seconds in a task near the limit of their balance capabilities. Subjects completed 64 trials: 54 trials of three experimental visual scenes in blocked randomized sequences of 18 trials and 10 trials in a normal visual environment. The experimental scenes included two that provided strong velocity/weak position feedback, one of which had a vertical foreground object (SVWP+) and one without (SVWP-), and one scene providing weak velocity/strong position (WVSP) feedback. Subjects' success rates in the experimental environments were normalized by the success rate in the normal environment in order to allow comparisons between subjects using a mixed model repeated measures analysis of variance. The normalized success rate was significantly greater in SVWP+ than in WVSP (p = .0001) and SVWP- (p = .013). Visual feedback significantly affected the normalized unipedal balance success rates (p = .001); neither the group effect nor the group X visual environment interaction was significant (p = .9362 and p = .5634, respectively). Normalized success rates did not differ significantly between the young men and older women in any visual environment. Near the limit of the young men's or older women's balance capability, the reliability of transfer to unipedal balance was adversely affected by visual environments offering attenuated visual velocity feedback cues and those devoid of vertical foreground objects.
Self-motivated visual scanning predicts flexible navigation in a virtual environment.
Ploran, Elisabeth J; Bevitt, Jacob; Oshiro, Jaris; Parasuraman, Raja; Thompson, James C
2014-01-01
The ability to navigate flexibly (e.g., reorienting oneself based on distal landmarks to reach a learned target from a new position) may rely on visual scanning during both initial experiences with the environment and subsequent test trials. Reliance on visual scanning during navigation harkens back to the concept of vicarious trial and error, a description of the side-to-side head movements made by rats as they explore previously traversed sections of a maze in an attempt to find a reward. In the current study, we examined if visual scanning predicted the extent to which participants would navigate to a learned location in a virtual environment defined by its position relative to distal landmarks. Our results demonstrated a significant positive relationship between the amount of visual scanning and participant accuracy in identifying the trained target location from a new starting position as long as the landmarks within the environment remain consistent with the period of original learning. Our findings indicate that active visual scanning of the environment is a deliberative attentional strategy that supports the formation of spatial representations for flexible navigation.
2011-09-01
Sensor ..........................................................................25 2. The Environment for Visualizing Images 4.7 (ENVI......DEM Digital Elevation Model ENVI Environment for Visualizing Images HADR Humanitarian and Disaster Relief IfSAR Interferometric Synthetic Aperture
Visual landmarks facilitate rodent spatial navigation in virtual reality environments
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
Meyer, Georg F.; Shao, Fei; White, Mark D.; Hopkins, Carl; Robotham, Antony J.
2013-01-01
Externally generated visual motion signals can cause the illusion of self-motion in space (vection) and corresponding visually evoked postural responses (VEPR). These VEPRs are not simple responses to optokinetic stimulation, but are modulated by the configuration of the environment. The aim of this paper is to explore what factors modulate VEPRs in a high quality virtual reality (VR) environment where real and virtual foreground objects served as static visual, auditory and haptic reference points. Data from four experiments on visually evoked postural responses show that: 1) visually evoked postural sway in the lateral direction is modulated by the presence of static anchor points that can be haptic, visual and auditory reference signals; 2) real objects and their matching virtual reality representations as visual anchors have different effects on postural sway; 3) visual motion in the anterior-posterior plane induces robust postural responses that are not modulated by the presence of reference signals or the reality of objects that can serve as visual anchors in the scene. We conclude that automatic postural responses for laterally moving visual stimuli are strongly influenced by the configuration and interpretation of the environment and draw on multisensory representations. Different postural responses were observed for real and virtual visual reference objects. On the basis that automatic visually evoked postural responses in high fidelity virtual environments should mimic those seen in real situations we propose to use the observed effect as a robust objective test for presence and fidelity in VR. PMID:23840760
Abeysekara, Saman; Khan, Nazir A; Yu, Peiqiang
2018-02-15
Protein solubility, ruminal degradation and intestinal digestibility are strongly related to their inherent molecular makeup. This study was designed to quantitatively evaluate protein digestion in the rumen and intestine of dairy cattle, and estimate the content of truly metabolizable protein (MP) in newly developed cool-season forage corn cultivars. The second objective was to quantify protein inherent molecular structural characteristics using advance molecular spectroscopic technique (FT/IR-ATR) and correlate it to protein metabolic characteristics. Six new cool-season corn cultivars, including 3 Pioneer (PNR) and 3 Hyland (HL), coded as PNR-7443R, PNR-P7213R, PNR-7535R, HL-SR06, HL-SR22, HL-BAXXOS-RR, were evaluated in the present study. The metabolic characteristics, MP supply to dairy cattle, and energy synchronization properties were modeled by two protein evaluation models, namely, the Dutch DVE/OEB system and the NRC-2001 model. Both models estimated significant (P<0.05) differences in contents of microbial protein (MCP) synthesis and truly absorbable rumen undegraded protein (ARUP) among the cultivars. The NRC-2001 model estimated significant (P<0.05) differences in MP content and degraded protein balance (DPB) among the cultivars. The contents MCP, ARUP and MP were higher (P<0.05) for cultivar HL-SR06, resulting in the lowest (P<0.05) DPB. However, none of the cultivars reached the optimal target hourly effective degradability ratio [25gNg/kg organic matter (OM)], demonstrating N deficiency in the rumen. There were non-significant differences among the cultivars in molecular-spectral intensities of protein. The amide I/II ratio had a significant correlation with ARUP (r=-0.469; P<0.001) and absorbable endogenous protein (AECP NRC ) (P<0.001; r=0.612). Similarly, amide-II area had a weak but significant correlation (r=0.299; P<0.001) with RUP and ARUP, and with AECP NRC (P<0.001; r=0.411). Except total digestible nutrients and AECP NRC , the amide-I area did not show significant correlations with DVE/OEB and NRC predicted protein fractions. This study shows that molecular spectroscopy can be potentially used as a rapid tool to quantify protein molecular makeup and screen the protein nutritive value of forage corn. Copyright © 2017 Elsevier B.V. All rights reserved.
NASA Astrophysics Data System (ADS)
Abeysekara, Saman; Khan, Nazir A.; Yu, Peiqiang
2018-02-01
Protein solubility, ruminal degradation and intestinal digestibility are strongly related to their inherent molecular makeup. This study was designed to quantitatively evaluate protein digestion in the rumen and intestine of dairy cattle, and estimate the content of truly metabolizable protein (MP) in newly developed cool-season forage corn cultivars. The second objective was to quantify protein inherent molecular structural characteristics using advance molecular spectroscopic technique (FT/IR-ATR) and correlate it to protein metabolic characteristics. Six new cool-season corn cultivars, including 3 Pioneer (PNR) and 3 Hyland (HL), coded as PNR-7443R, PNR-P7213R, PNR-7535R, HL-SR06, HL-SR22, HL-BAXXOS-RR, were evaluated in the present study. The metabolic characteristics, MP supply to dairy cattle, and energy synchronization properties were modeled by two protein evaluation models, namely, the Dutch DVE/OEB system and the NRC-2001 model. Both models estimated significant (P < 0.05) differences in contents of microbial protein (MCP) synthesis and truly absorbable rumen undegraded protein (ARUP) among the cultivars. The NRC-2001 model estimated significant (P < 0.05) differences in MP content and degraded protein balance (DPB) among the cultivars. The contents MCP, ARUP and MP were higher (P < 0.05) for cultivar HL-SR06, resulting in the lowest (P < 0.05) DPB. However, none of the cultivars reached the optimal target hourly effective degradability ratio [25 g N g/kg organic matter (OM)], demonstrating N deficiency in the rumen. There were non-significant differences among the cultivars in molecular-spectral intensities of protein. The amide I/II ratio had a significant correlation with ARUP (r = - 0.469; P < 0.001) and absorbable endogenous protein (AECPNRC) (P < 0.001; r = 0.612). Similarly, amide-II area had a weak but significant correlation (r = 0.299; P < 0.001) with RUP and ARUP, and with AECPNRC (P < 0.001; r = 0.411). Except total digestible nutrients and AECPNRC, the amide-I area did not show significant correlations with DVE/OEB and NRC predicted protein fractions. This study shows that molecular spectroscopy can be potentially used as a rapid tool to quantify protein molecular makeup and screen the protein nutritive value of forage corn.
Shen, Chanjuan; Cheng, Anchun; Wang, Mingshu; Xu, Chao; Jia, Renyong; Chen, Xiaoyue; Zhu, Dekang; Luo, Qihui; Cui, Hengmin; Zhou, Yi; Wang, Yin; Xu, Zhiwen; Chen, Zhengli; Wang, Xiaoyu
2010-06-01
To determine the expression and distribution of tegument proteins encoded by duck enteritis virus (DEV) UL51 gene in tissues of experimentally infected ducks, for the first time, an immunoperoxidase staining method to detect UL51 protein (UL51p) in paraffin-embedded tissues is reported. A rabbit anti-UL51 polyclonal serum, raised against a recombinant 6-His-UL51 fusion protein expressed in Escherichia coli, was prepared, purified, and used as primary antibodies. Fifty-eight 30-day-old DEV-free ducks were intramuscularly inoculated with the pathogenic DEV CHv strain as infection group, and two ducks were selected as preinfection group. The tissues were collected at sequential time points between 2 and 480 hr postinoculation (PI) and prepared for immunoperoxidase staining. DEV UL51p was first found in the spleen and liver at 8 hr PI; in the bursa of Fabricius and thymus at 12 hr PI; in the Harders glands, esophagus, small intestine (including the duodenum, jejunum, and ileum), and large intestine (including the caecum and rectum) at 24 hr PI; in the glandularis ventriculus at 48 hr PI; and in the pancreas, cerebrum, kidney, lung, and myocardium at 72 hr PI. Throughout the infection process, the UL51p was not seen in the muscle. Furthermore, the intensity of positive staining of DEV UL51p antigen in various tissues increased sharply from 8 to 96 hr PI, peaked during 120-144 hr PI, and then decreased steadily from 216 to 480 hr PI, suggesting that the expressional levels of DEV UL51p in systemic organs have a close correlation with the progression of duck virus enteritis (DVE) disease. A number of DEV UL51p was distributed in the bursa of Fabricius, thymus, spleen, liver, esophagus, small intestine, and large intestine of DEV-infected ducks, whereas less DEV UL51p was distributed in the Harders glands, glandularis ventriculus, cerebrum, kidney, lung, pancreas, and myocardium of DEV-infected ducks. Moreover, DEV UL51p can be expressed in the cytoplasm of various types of cells, especially most abundantly in the cytoplasm of lymphocytes, reticulum cells, macrophages, epithelial cells, and hepatocytes. The present study may be useful not only for describing the characteristics of UL51p expression and distribution in vivo but also for a greater understanding of the pathogenesis of this DVE.
Aurally aided visual search performance in a dynamic environment
NASA Astrophysics Data System (ADS)
McIntire, John P.; Havig, Paul R.; Watamaniuk, Scott N. J.; Gilkey, Robert H.
2008-04-01
Previous research has repeatedly shown that people can find a visual target significantly faster if spatial (3D) auditory displays direct attention to the corresponding spatial location. However, previous research has only examined searches for static (non-moving) targets in static visual environments. Since motion has been shown to affect visual acuity, auditory acuity, and visual search performance, it is important to characterize aurally-aided search performance in environments that contain dynamic (moving) stimuli. In the present study, visual search performance in both static and dynamic environments is investigated with and without 3D auditory cues. Eight participants searched for a single visual target hidden among 15 distracting stimuli. In the baseline audio condition, no auditory cues were provided. In the 3D audio condition, a virtual 3D sound cue originated from the same spatial location as the target. In the static search condition, the target and distractors did not move. In the dynamic search condition, all stimuli moved on various trajectories at 10 deg/s. The results showed a clear benefit of 3D audio that was present in both static and dynamic environments, suggesting that spatial auditory displays continue to be an attractive option for a variety of aircraft, motor vehicle, and command & control applications.
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.
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.
NASA Astrophysics Data System (ADS)
Lyons, Daniel J.
This study explored the impact of a novel inquiry-based astronomy laboratory curriculum designed using the Backwards Faded Scaffolding inquiry teaching framework on non-science majoring undergraduate students' views of the nature of scientific inquiry (NOSI). The study focused on two aspects of NOSI: The Distinction between Data and Evidence (DvE), and The Multiple Methods of Science (MMS). Participants were 220 predominately non-science majoring undergraduate students at a small, doctoral granting, research-extensive university in the Rocky Mountain region of the United States. The student participants were enrolled in an introductory astronomy survey course with an associated laboratory section and were selected in two samples over consecutive fall and spring semesters. The participants also included four of the graduate student instructors who taught the laboratory courses using the intervention curriculum. In the first stage, student participant views of NOSI were measured using the VOSI-4 research instrument before and after the intervention curriculum was administered. The responses were quantified, and the distributions of pre and posttest scores of both samples were separately analyzed to determine if there was a significant improvement in understanding of either of the two aspects of NOSI. The results from both samples were compared to evaluate the consistency of the results. In the second stage, the quantitative results were used to strategically design a qualitative investigation, in which the four lab instructors were interviewed about their observations of how the student participants interacted with the intervention curriculum as compared to traditional lab activities, as well as their suggestions as to how the curriculum may or may not have contributed to the results of the first stage. These interviews were summarized and analyzed for common themes as to how the intervention curriculum influenced the students' understandings of the two aspect of NOSI. According to the results of a Wilcoxon Signed Rank test, there was a significant shift in the distributions of both samples toward a more informed understanding of DvE after the intervention curriculum was administered, while there was no significant change in either direction for understanding of MMS. The results of the instructor interview analysis suggested that the intervention curriculum provided multiple opportunities for students to evaluate and determine the relevance of data in the context of producing evidence-based conclusions directly related to specific research questions, thereby supporting the development of more informed views of DvE. These results also suggested that students might not have realized that they were exclusively engaged in non-experimental type inquiries, as various research methods were not explicitly addressed. The intervention curriculum used a consistently phased stepwise format, which may also have led the students to accommodate their astronomy inquiry experiences within persistent misconceptions of "The Scientific Method" as the only valid means of constructing scientific knowledge, thereby leading to no change in understanding of MMS. The results of the study suggest that a scaffolded, inquiry-based, introductory astronomy laboratory curriculum purposefully designed and scaffolded to enhance students' understandings could be effective in enhancing undergraduate non-science majoring students' views of certain aspects of NOSI. Through scaffolding inquiry experiences that deliver multiple opportunities to engage in authentic scientific inquiries, the novel curriculum provides a valuable resource for the astronomy education community to engage students in learning experiences that reflect the contemporary views of constructivist inquiry-based learning, which focuses on the interpretation of data to create evidence in light of specific questions, as well as opportunities to engage in authentic scientific discourse. As such it can enable astronomy educators in the undergraduate teaching community to support student learning beyond astronomy content knowledge toward a more informed understanding of the process of scientific knowledge construction to the end of supporting proficiency in science and science literacy.
Development of Techniques for Visualization of Scalar and Vector Fields in the Immersive Environment
NASA Technical Reports Server (NTRS)
Bidasaria, Hari B.; Wilson, John W.; Nealy, John E.
2005-01-01
Visualization of scalar and vector fields in the immersive environment (CAVE - Cave Automated Virtual Environment) is important for its application to radiation shielding research at NASA Langley Research Center. A complete methodology and the underlying software for this purpose have been developed. The developed software has been put to use for the visualization of the earth s magnetic field, and in particular for the study of the South Atlantic Anomaly. The methodology has also been put to use for the visualization of geomagnetically trapped protons and electrons within Earth's magnetosphere.
Measurement Tools for the Immersive Visualization Environment: Steps Toward the Virtual Laboratory.
Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E
2007-01-01
This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.
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…
The Physical Environment and the Visually Impaired.
ERIC Educational Resources Information Center
Braf, Per-Gunnar
Reported are results of a project carried out at the Swedish Institute for the Handicapped to determine needs of the visually impaired in the planning and adaptation of buildings and other forms of physical environment. Chapter 1 considers implications of impaired vision and includes definitions, statistics, and problems of the visually impaired…
Eye movements, visual search and scene memory, in an immersive virtual environment.
Kit, Dmitry; Katz, Leor; Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary
2014-01-01
Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.
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.
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.
The effectiveness of visual art on environment in nursing home.
Chang, Chia-Hsiu; Lu, Ming-Shih; Lin, Tsyr-En; Chen, Chung-Hey
2013-06-01
This Taiwan study investigated the effect of a visual art-based friendly environment on nursing home residents' satisfaction with their living environment. A pre-experimental design was used. Thirty-three residents in a nursing home were recruited in a one-group pre- and post-test study. The four-floor living environment was integrated using visual art, reminiscence, and gardening based on the local culture and history. Each floor was given a different theme, one that was familiar to most of the residents on the floor. The Satisfaction with Living Environment at Nursing Home Scale (SLE-NHS) was developed to measure outcomes. Of the 33 participants recruited, 27 (81.8%) were women and 6 (18.2%) were men. Their mean age was 79.24 ± 7.40 years, and 48.5% were severely dependent in activities of daily living. The SLE-NHS showed adequate reliability and validity. Its three domains were generated and defined using factor analysis. After the visual art-based intervention, the score on the "recalling old memories" subscale was significantly higher (t = -13.32, p < .001). However, there were no significant score changes on the "convenience" and "pretty and pleasurable" subscales. In general, the participants were satisfied with the redesigned environment and felt happy in the sunny rooms. Visual art in a nursing home is a novel method for representing the local culture and stressing the spiritual value of the elderly residents who helped create it. Older adults' aesthetic activities through visual art, including reminiscence and local culture, may enrich their spirits in later life. Older adults' aesthetic activities through visual art have been shown to improve their satisfaction with their living environment. The SLE-NHS is a useful tool for evaluating their satisfaction. © 2013 Sigma Theta Tau International.
Understanding the visual skills and strategies of train drivers in the urban rail environment.
Naweed, Anjum; Balakrishnan, Ganesh
2014-01-01
Due to the growth of information in the urban rail environment, there is a need to better understand the ergonomics profile underpinning the visual behaviours in train drivers. The aim of this study was to examine the tasks and activities of urban/metropolitan passenger train drivers in order to better understand the nature of the visual demands in their task activities. Data were collected from 34 passenger train drivers in four different Australian states. The research approach used a novel participative ergonomics methodology that fused interviews and observations with generative tools. Data analysis was conducted thematically. Results suggested participants did not so much drive their trains, as manage the intensity of visually demanding work held in their environment. The density of this information and the opacity of the task, invoked an ergonomics profile more closely aligned with diagnostic and error detection than actual train regulation. The paper discusses the relative proportion of strategies corresponding with specific tasks, the visual-perceptual load in substantive activities, and the requisite visual skills behoving navigation in the urban rail environment. These findings provide the basis for developing measures of complexity to further specify the visual demands in passenger train driving.
Adequacy of the Regular Early Education Classroom Environment for Students with Visual Impairment
ERIC Educational Resources Information Center
Brown, Cherylee M.; Packer, Tanya L.; Passmore, Anne
2013-01-01
This study describes the classroom environment that students with visual impairment typically experience in regular Australian early education. Adequacy of the classroom environment (teacher training and experience, teacher support, parent involvement, adult involvement, inclusive attitude, individualization of the curriculum, physical…
Visual Landmarks Facilitate Rodent Spatial Navigation in Virtual Reality Environments
ERIC Educational Resources Information Center
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…
Visualizing vascular structures in virtual environments
NASA Astrophysics Data System (ADS)
Wischgoll, Thomas
2013-01-01
In order to learn more about the cause of coronary heart diseases and develop diagnostic tools, the extraction and visualization of vascular structures from volumetric scans for further analysis is an important step. By determining a geometric representation of the vasculature, the geometry can be inspected and additional quantitative data calculated and incorporated into the visualization of the vasculature. To provide a more user-friendly visualization tool, virtual environment paradigms can be utilized. This paper describes techniques for interactive rendering of large-scale vascular structures within virtual environments. This can be applied to almost any virtual environment configuration, such as CAVE-type displays. Specifically, the tools presented in this paper were tested on a Barco I-Space and a large 62x108 inch passive projection screen with a Kinect sensor for user tracking.
Simulating Visual Attention Allocation of Pilots in an Advanced Cockpit Environment
NASA Technical Reports Server (NTRS)
Frische, F.; Osterloh, J.-P.; Luedtke, A.
2011-01-01
This paper describes the results of experiments conducted with human line pilots and a cognitive pilot model during interaction with a new 40 Flight Management System (FMS). The aim of these experiments was to gather human pilot behavior data in order to calibrate the behavior of the model. Human behavior is mainly triggered by visual perception. Thus, the main aspect was to setup a profile of human pilots' visual attention allocation in a cockpit environment containing the new FMS. We first performed statistical analyses of eye tracker data and then compared our results to common results of familiar analyses in standard cockpit environments. The comparison has shown a significant influence of the new system on the visual performance of human pilots. Further on, analyses of the pilot models' visual performance have been performed. A comparison to human pilots' visual performance revealed important improvement potentials.
NASA Astrophysics Data System (ADS)
Duong, Tuan A.; Duong, Nghi; Le, Duong
2017-01-01
In this paper, we present an integration technique using a bio-inspired, control-based visual and olfactory receptor system to search for elusive targets in practical environments where the targets cannot be seen obviously by either sensory data. Bio-inspired Visual System is based on a modeling of extended visual pathway which consists of saccadic eye movements and visual pathway (vertebrate retina, lateral geniculate nucleus and visual cortex) to enable powerful target detections of noisy, partial, incomplete visual data. Olfactory receptor algorithm, namely spatial invariant independent component analysis, that was developed based on data of old factory receptor-electronic nose (enose) of Caltech, is adopted to enable the odorant target detection in an unknown environment. The integration of two systems is a vital approach and sets up a cornerstone for effective and low-cost of miniaturized UAVs or fly robots for future DOD and NASA missions, as well as for security systems in Internet of Things environments.
Conservation implications of anthropogenic impacts on visual communication and camouflage.
Delhey, Kaspar; Peters, Anne
2017-02-01
Anthropogenic environmental impacts can disrupt the sensory environment of animals and affect important processes from mate choice to predator avoidance. Currently, these effects are best understood for auditory and chemosensory modalities, and recent reviews highlight their importance for conservation. We examined how anthropogenic changes to the visual environment (ambient light, transmission, and backgrounds) affect visual communication and camouflage and considered the implications of these effects for conservation. Human changes to the visual environment can increase predation risk by affecting camouflage effectiveness, lead to maladaptive patterns of mate choice, and disrupt mutualistic interactions between pollinators and plants. Implications for conservation are particularly evident for disrupted camouflage due to its tight links with survival. The conservation importance of impaired visual communication is less documented. The effects of anthropogenic changes on visual communication and camouflage may be severe when they affect critical processes such as pollination or species recognition. However, when impaired mate choice does not lead to hybridization, the conservation consequences are less clear. We suggest that the demographic effects of human impacts on visual communication and camouflage will be particularly strong when human-induced modifications to the visual environment are evolutionarily novel (i.e., very different from natural variation); affected species and populations have low levels of intraspecific (genotypic and phenotypic) variation and behavioral, sensory, or physiological plasticity; and the processes affected are directly related to survival (camouflage), species recognition, or number of offspring produced, rather than offspring quality or attractiveness. Our findings suggest that anthropogenic effects on the visual environment may be of similar importance relative to conservation as anthropogenic effects on other sensory modalities. © 2016 Society for Conservation Biology.
Integrated Data Visualization and Virtual Reality Tool
NASA Technical Reports Server (NTRS)
Dryer, David A.
1998-01-01
The Integrated Data Visualization and Virtual Reality Tool (IDVVRT) Phase II effort was for the design and development of an innovative Data Visualization Environment Tool (DVET) for NASA engineers and scientists, enabling them to visualize complex multidimensional and multivariate data in a virtual environment. The objectives of the project were to: (1) demonstrate the transfer and manipulation of standard engineering data in a virtual world; (2) demonstrate the effects of design and changes using finite element analysis tools; and (3) determine the training and engineering design and analysis effectiveness of the visualization system.
Analysing the physics learning environment of visually impaired students in high schools
NASA Astrophysics Data System (ADS)
Toenders, Frank G. C.; de Putter-Smits, Lesley G. A.; Sanders, Wendy T. M.; den Brok, Perry
2017-07-01
Although visually impaired students attend regular high school, their enrolment in advanced science classes is dramatically low. In our research we evaluated the physics learning environment of a blind high school student in a regular Dutch high school. For visually impaired students to grasp physics concepts, time and additional materials to support the learning process are key. Time for teachers to develop teaching methods for such students is scarce. Suggestions for changes to the learning environment and of materials used are given.
The 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.
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.
Visual Analytics in Public Safety: Example Capabilities for Example Government Agencies
2011-10-01
is not limited to: the Police Records Information Management Environment for British Columbia (PRIME-BC), the Police Reporting and Occurrence System...and filtering for rapid identification of relevant documents - Graphical environment for visual evidence marshaling - Interactive linking and...analytical reasoning facilitated by interactive visual interfaces and integration with computational analytics. Indeed, a wide variety of technologies
ERIC Educational Resources Information Center
Prayaga, Chandra
2008-01-01
A simple interface between VPython and Microsoft (MS) Office products such as Word and Excel, controlled by Visual Basic for Applications, is described. The interface allows the preparation of content-rich, interactive learning environments by taking advantage of the three-dimensional (3D) visualization capabilities of VPython and the GUI…
Eye Movements, Visual Search and Scene Memory, in an Immersive Virtual Environment
Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary
2014-01-01
Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency. PMID:24759905
Developing Guidelines for Assessing Visual Analytics Environments
DOE Office of Scientific and Technical Information (OSTI.GOV)
Scholtz, Jean
2011-07-01
In this paper, we develop guidelines for evaluating visual analytic environments based on a synthesis of reviews for the entries to the 2009 Visual Analytics Science and Technology (VAST) Symposium Challenge and from a user study with professional intelligence analysts. By analyzing the 2009 VAST Challenge reviews we gained a better understanding of what is important to our reviewers, both visualization researchers and professional analysts. We also report on a small user study with professional analysts to determine the important factors that they use in evaluating visual analysis systems. We then looked at guidelines developed by researchers in various domainsmore » and synthesized these into an initial set for use by others in the community. In a second part of the user study, we looked at guidelines for a new aspect of visual analytic systems – the generation of reports. Future visual analytic systems have been challenged to help analysts generate their reports. In our study we worked with analysts to understand the criteria they used to evaluate the quality of analytic reports. We propose that this knowledge will be useful as researchers look at systems to automate some of the report generation.1 Based on these efforts, we produced some initial guidelines for evaluating visual analytic environment and for evaluation of analytic reports. It is important to understand that these guidelines are initial drafts and are limited in scope because of the type of tasks for which the visual analytic systems used in the studies in this paper were designed. More research and refinement is needed by the Visual Analytics Community to provide additional evaluation guidelines for different types of visual analytic environments.« less
RAVE: Rapid Visualization Environment
NASA Technical Reports Server (NTRS)
Klumpar, D. M.; Anderson, Kevin; Simoudis, Avangelos
1994-01-01
Visualization is used in the process of analyzing large, multidimensional data sets. However, the selection and creation of visualizations that are appropriate for the characteristics of a particular data set and the satisfaction of the analyst's goals is difficult. The process consists of three tasks that are performed iteratively: generate, test, and refine. The performance of these tasks requires the utilization of several types of domain knowledge that data analysts do not often have. Existing visualization systems and frameworks do not adequately support the performance of these tasks. In this paper we present the RApid Visualization Environment (RAVE), a knowledge-based system that interfaces with commercial visualization frameworks and assists a data analyst in quickly and easily generating, testing, and refining visualizations. RAVE was used for the visualization of in situ measurement data captured by spacecraft.
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.
Visualizing Complex Environments in the Geo- and BioSciences
NASA Astrophysics Data System (ADS)
Prabhu, A.; Fox, P. A.; Zhong, H.; Eleish, A.; Ma, X.; Zednik, S.; Morrison, S. M.; Moore, E. K.; Muscente, D.; Meyer, M.; Hazen, R. M.
2017-12-01
Earth's living and non-living components have co-evolved for 4 billion years through numerous positive and negative feedbacks. Earth and life scientists have amassed vast amounts of data in diverse fields related to planetary evolution through deep time-mineralogy and petrology, paleobiology and paleontology, paleotectonics and paleomagnetism, geochemistry and geochrononology, genomics and proteomics, and more. Integrating the data from these complimentary disciplines is very useful in gaining an understanding of the evolution of our planet's environment. The integrated data however, represent many extremely complex environments. In order to gain insights and make discoveries using this data, it is important for us to model and visualize these complex environments. As part of work in understanding the "Co-Evolution of Geo and Biospheres using Data Driven Methodologies," we have developed several visualizations to help represent the information stored in the datasets from complimentary disciplines. These visualizations include 2D and 3D force directed Networks, Chord Diagrams, 3D Klee Diagrams. Evolving Network Diagrams, Skyline Diagrams and Tree Diagrams. Combining these visualizations with the results of machine learning and data analysis methods leads to a powerful way to discover patterns and relationships about the Earth's past and today's changing environment.
ERIC Educational Resources Information Center
Smith, Linda B.; Yu, Chen; Yoshida, Hanako; Fausey, Caitlin M.
2015-01-01
Head-mounted video cameras (with and without an eye camera to track gaze direction) are being increasingly used to study infants' and young children's visual environments and provide new and often unexpected insights about the visual world from a child's point of view. The challenge in using head cameras is principally conceptual and concerns the…
3D Visualization for Phoenix Mars Lander Science Operations
NASA Technical Reports Server (NTRS)
Edwards, Laurence; Keely, Leslie; Lees, David; Stoker, Carol
2012-01-01
Planetary surface exploration missions present considerable operational challenges in the form of substantial communication delays, limited communication windows, and limited communication bandwidth. A 3D visualization software was developed and delivered to the 2008 Phoenix Mars Lander (PML) mission. The components of the system include an interactive 3D visualization environment called Mercator, terrain reconstruction software called the Ames Stereo Pipeline, and a server providing distributed access to terrain models. The software was successfully utilized during the mission for science analysis, site understanding, and science operations activity planning. A terrain server was implemented that provided distribution of terrain models from a central repository to clients running the Mercator software. The Ames Stereo Pipeline generates accurate, high-resolution, texture-mapped, 3D terrain models from stereo image pairs. These terrain models can then be visualized within the Mercator environment. The central cross-cutting goal for these tools is to provide an easy-to-use, high-quality, full-featured visualization environment that enhances the mission science team s ability to develop low-risk productive science activity plans. In addition, for the Mercator and Viz visualization environments, extensibility and adaptability to different missions and application areas are key design goals.
NASA Astrophysics Data System (ADS)
Bronshtehn, V. A.
On the base of extensive archival and published materials a new analysis of the so-called "Voronov's affair" is presented. The Russian astronomer N.M. Voronov (1912 - 1951), working at the Tashkent Astronomical Observatory, become famous for his investigations in the field of celestial mechanics, namely, compilations of the exact theories of motion of minor planets Vesta, Egeria and others. He was invited to the Pulkovo Observatory. But later is was revealed that Voronov had falsified his main results. After short period of working at the Tajik Astronomical Observatory (Dushanbe), Voronov was arrested for the "anti-Soviet so-called propaganda" (1937 - 1939) and worked in a geodetic detachment (1939 - 1943). Arrested again, he was in prison for 8 years, and in 1951 he was released, but his further destiny is unknown. In the author's opinion Voronov was a talented scientist, but he ventured a bargain with his conscience, falcifying his results for perfecting the accordance with the observational data.
Integration of today's digital state with tomorrow's visual environment
NASA Astrophysics Data System (ADS)
Fritsche, Dennis R.; Liu, Victor; Markandey, Vishal; Heimbuch, Scott
1996-03-01
New developments in visual communication technologies, and the increasingly digital nature of the industry infrastructure as a whole, are converging to enable new visual environments with an enhanced visual component in interaction, entertainment, and education. New applications and markets can be created, but this depends on the ability of the visual communications industry to provide market solutions that are cost effective and user friendly. Industry-wide cooperation in the development of integrated, open architecture applications enables the realization of such market solutions. This paper describes the work being done by Texas Instruments, in the development of its Digital Light ProcessingTM technology, to support the development of new visual communications technologies and applications.
BactoGeNIE: A large-scale comparative genome visualization for big displays
Aurisano, Jillian; Reda, Khairi; Johnson, Andrew; ...
2015-08-13
The volume of complete bacterial genome sequence data available to comparative genomics researchers is rapidly increasing. However, visualizations in comparative genomics--which aim to enable analysis tasks across collections of genomes--suffer from visual scalability issues. While large, multi-tiled and high-resolution displays have the potential to address scalability issues, new approaches are needed to take advantage of such environments, in order to enable the effective visual analysis of large genomics datasets. In this paper, we present Bacterial Gene Neighborhood Investigation Environment, or BactoGeNIE, a novel and visually scalable design for comparative gene neighborhood analysis on large display environments. We evaluate BactoGeNIE throughmore » a case study on close to 700 draft Escherichia coli genomes, and present lessons learned from our design process. In conclusion, BactoGeNIE accommodates comparative tasks over substantially larger collections of neighborhoods than existing tools and explicitly addresses visual scalability. Given current trends in data generation, scalable designs of this type may inform visualization design for large-scale comparative research problems in genomics.« less
BactoGeNIE: a large-scale comparative genome visualization for big displays
2015-01-01
Background The volume of complete bacterial genome sequence data available to comparative genomics researchers is rapidly increasing. However, visualizations in comparative genomics--which aim to enable analysis tasks across collections of genomes--suffer from visual scalability issues. While large, multi-tiled and high-resolution displays have the potential to address scalability issues, new approaches are needed to take advantage of such environments, in order to enable the effective visual analysis of large genomics datasets. Results In this paper, we present Bacterial Gene Neighborhood Investigation Environment, or BactoGeNIE, a novel and visually scalable design for comparative gene neighborhood analysis on large display environments. We evaluate BactoGeNIE through a case study on close to 700 draft Escherichia coli genomes, and present lessons learned from our design process. Conclusions BactoGeNIE accommodates comparative tasks over substantially larger collections of neighborhoods than existing tools and explicitly addresses visual scalability. Given current trends in data generation, scalable designs of this type may inform visualization design for large-scale comparative research problems in genomics. PMID:26329021
BactoGeNIE: A large-scale comparative genome visualization for big displays
DOE Office of Scientific and Technical Information (OSTI.GOV)
Aurisano, Jillian; Reda, Khairi; Johnson, Andrew
The volume of complete bacterial genome sequence data available to comparative genomics researchers is rapidly increasing. However, visualizations in comparative genomics--which aim to enable analysis tasks across collections of genomes--suffer from visual scalability issues. While large, multi-tiled and high-resolution displays have the potential to address scalability issues, new approaches are needed to take advantage of such environments, in order to enable the effective visual analysis of large genomics datasets. In this paper, we present Bacterial Gene Neighborhood Investigation Environment, or BactoGeNIE, a novel and visually scalable design for comparative gene neighborhood analysis on large display environments. We evaluate BactoGeNIE throughmore » a case study on close to 700 draft Escherichia coli genomes, and present lessons learned from our design process. In conclusion, BactoGeNIE accommodates comparative tasks over substantially larger collections of neighborhoods than existing tools and explicitly addresses visual scalability. Given current trends in data generation, scalable designs of this type may inform visualization design for large-scale comparative research problems in genomics.« less
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.
A collaborative interaction and visualization multi-modal environment for surgical planning.
Foo, Jung Leng; Martinez-Escobar, Marisol; Peloquin, Catherine; Lobe, Thom; Winer, Eliot
2009-01-01
The proliferation of virtual reality visualization and interaction technologies has changed the way medical image data is analyzed and processed. This paper presents a multi-modal environment that combines a virtual reality application with a desktop application for collaborative surgical planning. Both visualization applications can function independently but can also be synced over a network connection for collaborative work. Any changes to either application is immediately synced and updated to the other. This is an efficient collaboration tool that allows multiple teams of doctors with only an internet connection to visualize and interact with the same patient data simultaneously. With this multi-modal environment framework, one team working in the VR environment and another team from a remote location working on a desktop machine can both collaborate in the examination and discussion for procedures such as diagnosis, surgical planning, teaching and tele-mentoring.
The Visual Geophysical Exploration Environment: A Multi-dimensional Scientific Visualization
NASA Astrophysics Data System (ADS)
Pandya, R. E.; Domenico, B.; Murray, D.; Marlino, M. R.
2003-12-01
The Visual Geophysical Exploration Environment (VGEE) is an online learning environment designed to help undergraduate students understand fundamental Earth system science concepts. The guiding principle of the VGEE is the importance of hands-on interaction with scientific visualization and data. The VGEE consists of four elements: 1) an online, inquiry-based curriculum for guiding student exploration; 2) a suite of El Nino-related data sets adapted for student use; 3) a learner-centered interface to a scientific visualization tool; and 4) a set of concept models (interactive tools that help students understand fundamental scientific concepts). There are two key innovations featured in this interactive poster session. One is the integration of concept models and the visualization tool. Concept models are simple, interactive, Java-based illustrations of fundamental physical principles. We developed eight concept models and integrated them into the visualization tool to enable students to probe data. The ability to probe data using a concept model addresses the common problem of transfer: the difficulty students have in applying theoretical knowledge to everyday phenomenon. The other innovation is a visualization environment and data that are discoverable in digital libraries, and installed, configured, and used for investigations over the web. By collaborating with the Integrated Data Viewer developers, we were able to embed a web-launchable visualization tool and access to distributed data sets into the online curricula. The Thematic Real-time Environmental Data Distributed Services (THREDDS) project is working to provide catalogs of datasets that can be used in new VGEE curricula under development. By cataloging this curricula in the Digital Library for Earth System Education (DLESE), learners and educators can discover the data and visualization tool within a framework that guides their use.
Classroom Environments: An Experiential Analysis of the Pupil-Teacher Visual Interaction in Uruguay
ERIC Educational Resources Information Center
Cardellino, Paula; Araneda, Claudio; García Alvarado, Rodrigo
2017-01-01
We argue that the traditional physical environment is commonly taken for granted and that little consideration has been given to how this affects pupil-teacher interactions. This article presents evidence that certain physical environments do not allow equal visual interaction and, as a result, we derive a set of basic guiding principles that…
ERIC Educational Resources Information Center
Wei, Liew Tze; Sazilah, Salam
2012-01-01
This study investigated the effects of visual cues in multiple external representations (MER) environment on the learning performance of novices' program comprehension. Program codes and flowchart diagrams were used as dual representations in multimedia environment to deliver lessons on C-Programming. 17 field independent participants and 16 field…
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.
Real-time tracking of visually attended objects in virtual environments and its application to LOD.
Lee, Sungkil; Kim, Gerard Jounghyun; Choi, Seungmoon
2009-01-01
This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) saliency map, the proposed framework uses top-down (goal-directed) contexts inferred from the user's spatial and temporal behaviors, and identifies the most plausibly attended objects among candidates in the object saliency map. The computational framework was implemented using GPU, exhibiting high computational performance adequate for interactive virtual environments. A user experiment was also conducted to evaluate the prediction accuracy of the tracking framework by comparing objects regarded as visually attended by the framework to actual human gaze collected with an eye tracker. The results indicated that the accuracy was in the level well supported by the theory of human cognition for visually identifying single and multiple attentive targets, especially owing to the addition of top-down contextual information. Finally, we demonstrate how the visual attention tracking framework can be applied to managing the level of details in virtual environments, without any hardware for head or eye tracking.
Semantics of the visual environment encoded in parahippocampal cortex
Bonner, Michael F.; Price, Amy Rose; Peelle, Jonathan E.; Grossman, Murray
2016-01-01
Semantic representations capture the statistics of experience and store this information in memory. A fundamental component of this memory system is knowledge of the visual environment, including knowledge of objects and their associations. Visual semantic information underlies a range of behaviors, from perceptual categorization to cognitive processes such as language and reasoning. Here we examine the neuroanatomic system that encodes visual semantics. Across three experiments, we found converging evidence indicating that knowledge of verbally mediated visual concepts relies on information encoded in a region of the ventral-medial temporal lobe centered on parahippocampal cortex. In an fMRI study, this region was strongly engaged by the processing of concepts relying on visual knowledge but not by concepts relying on other sensory modalities. In a study of patients with the semantic variant of primary progressive aphasia (semantic dementia), atrophy that encompassed this region was associated with a specific impairment in verbally mediated visual semantic knowledge. Finally, in a structural study of healthy adults from the fMRI experiment, gray matter density in this region related to individual variability in the processing of visual concepts. The anatomic location of these findings aligns with recent work linking the ventral-medial temporal lobe with high-level visual representation, contextual associations, and reasoning through imagination. Together this work suggests a critical role for parahippocampal cortex in linking the visual environment with knowledge systems in the human brain. PMID:26679216
Semantics of the Visual Environment Encoded in Parahippocampal Cortex.
Bonner, Michael F; Price, Amy Rose; Peelle, Jonathan E; Grossman, Murray
2016-03-01
Semantic representations capture the statistics of experience and store this information in memory. A fundamental component of this memory system is knowledge of the visual environment, including knowledge of objects and their associations. Visual semantic information underlies a range of behaviors, from perceptual categorization to cognitive processes such as language and reasoning. Here we examine the neuroanatomic system that encodes visual semantics. Across three experiments, we found converging evidence indicating that knowledge of verbally mediated visual concepts relies on information encoded in a region of the ventral-medial temporal lobe centered on parahippocampal cortex. In an fMRI study, this region was strongly engaged by the processing of concepts relying on visual knowledge but not by concepts relying on other sensory modalities. In a study of patients with the semantic variant of primary progressive aphasia (semantic dementia), atrophy that encompassed this region was associated with a specific impairment in verbally mediated visual semantic knowledge. Finally, in a structural study of healthy adults from the fMRI experiment, gray matter density in this region related to individual variability in the processing of visual concepts. The anatomic location of these findings aligns with recent work linking the ventral-medial temporal lobe with high-level visual representation, contextual associations, and reasoning through imagination. Together, this work suggests a critical role for parahippocampal cortex in linking the visual environment with knowledge systems in the human brain.
Yu, Rui-Feng; Yang, Lin-Dong; Wu, Xin
2017-05-01
This study identified the risk factors influencing visual fatigue in baggage X-ray security screeners and estimated the strength of correlations between those factors and visual fatigue using structural equation modelling approach. Two hundred and five X-ray security screeners participated in a questionnaire survey. The result showed that satisfaction with the VDT's physical features and the work environment conditions were negatively correlated with the intensity of visual fatigue, whereas job stress and job burnout had direct positive influences. The path coefficient between the image quality of VDT and visual fatigue was not significant. The total effects of job burnout, job stress, the VDT's physical features and the work environment conditions on visual fatigue were 0.471, 0.469, -0.268 and -0.251 respectively. These findings indicated that both extrinsic factors relating to VDT and workplace environment and psychological factors including job burnout and job stress should be considered in the workplace design and work organisation of security screening tasks to reduce screeners' visual fatigue. Practitioner Summary: This study identified the risk factors influencing visual fatigue in baggage X-ray security screeners and estimated the strength of correlations between those factors and visual fatigue. The findings were of great importance to the workplace design and the work organisation of security screening tasks to reduce screeners' visual fatigue.
Traffic Signs in Complex Visual Environments
DOT National Transportation Integrated Search
1982-11-01
The effects of sign luminance on detection and recognition of traffic control devices is mediated through contrast with the immediate surround. Additionally, complex visual scenes are known to degrade visual performance with targets well above visual...
Motor effects from visually induced disorientation in man.
DOT National Transportation Integrated Search
1969-11-01
The problem of disorientation in a moving optical environment was examined. Egocentric disorientation can be experienced by a pilot if the entire visual environment moves relative to his body without a clue of the objective position of the airplane i...
NASA Technical Reports Server (NTRS)
Sturm, Erick J.; Monahue, Kenneth M.; Biehl, James P.; Kokorowski, Michael; Ngalande, Cedrick,; Boedeker, Jordan
2012-01-01
The Jupiter Environment Tool (JET) is a custom UI plug-in for STK that provides an interface to Jupiter environment models for visualization and analysis. Users can visualize the different magnetic field models of Jupiter through various rendering methods, which are fully integrated within STK s 3D Window. This allows users to take snapshots and make animations of their scenarios with magnetic field visualizations. Analytical data can be accessed in the form of custom vectors. Given these custom vectors, users have access to magnetic field data in custom reports, graphs, access constraints, coverage analysis, and anywhere else vectors are used within STK.
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks–walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience. PMID:26882473
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution.
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks-walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience.
NASA 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.
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.
ERIC Educational Resources Information Center
Yamada-Rice, Dylan
2011-01-01
This article looks at the way in which the changing visual environment affects education at two levels: in communication patterns and research methodologies. The research considers differences in the variance and quantity of types of visual media and their relationship to the written mode in the urban landscapes of Tokyo and London, using…
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.
Individual Differences in a Spatial-Semantic Virtual Environment.
ERIC Educational Resources Information Center
Chen, Chaomei
2000-01-01
Presents two empirical case studies concerning the role of individual differences in searching through a spatial-semantic virtual environment. Discusses information visualization in information systems; cognitive factors, including associative memory, spatial ability, and visual memory; user satisfaction; and cognitive abilities and search…
NASA Technical Reports Server (NTRS)
Taylor, J. H.
1973-01-01
Some data on human vision, important in present and projected space activities, are presented. Visual environment and performance and structure of the visual system are also considered. Visual perception during stress is included.
Comparison of a Visual and Head Tactile Display for Soldier Navigation
2013-12-01
environments for nuclear power plant operators, air traffic controllers, and pilots are information intensive. These environments usually involve the indirect...queue, correcting aircraft conflicts, giving instruction, clearance and advice to pilots , and assigning aircrafts to other work queues and airports...these dynamic, complex, and multitask environments (1) collect and integrate a plethora of visual information into decisions that are critical for
Bach, Benjamin; Sicat, Ronell; Beyer, Johanna; Cordeil, Maxime; Pfister, Hanspeter
2018-01-01
We report on a controlled user study comparing three visualization environments for common 3D exploration. Our environments differ in how they exploit natural human perception and interaction capabilities. We compare an augmented-reality head-mounted display (Microsoft HoloLens), a handheld tablet, and a desktop setup. The novel head-mounted HoloLens display projects stereoscopic images of virtual content into a user's real world and allows for interaction in-situ at the spatial position of the 3D hologram. The tablet is able to interact with 3D content through touch, spatial positioning, and tangible markers, however, 3D content is still presented on a 2D surface. Our hypothesis is that visualization environments that match human perceptual and interaction capabilities better to the task at hand improve understanding of 3D visualizations. To better understand the space of display and interaction modalities in visualization environments, we first propose a classification based on three dimensions: perception, interaction, and the spatial and cognitive proximity of the two. Each technique in our study is located at a different position along these three dimensions. We asked 15 participants to perform four tasks, each task having different levels of difficulty for both spatial perception and degrees of freedom for interaction. Our results show that each of the tested environments is more effective for certain tasks, but that generally the desktop environment is still fastest and most precise in almost all cases.
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.
Non-lane-discipline-based car-following model under honk environment
NASA Astrophysics Data System (ADS)
Rong, Ying; Wen, Huiying
2018-04-01
This study proposed a non-lane-discipline-based car-following model by synthetically considering the visual angles and the timid/aggressive characteristics of drivers under honk environment. We firstly derived the neutral stability condition by the linear stability theory. It showed that the parameters related to visual angles and driving characteristics of drivers under honk environment all have significant impact on the stability of non-lane-discipline traffic flow. For better understanding the inner mechanism among these factors, we further analyzed how each parameter affects the traffic flow and gained further insight into how the visual angles information influences other parameters and then influences the non-lane-discipline traffic flow under honk environment. And the results showed that the other aspects such as driving characteristics of drivers or honk effect are all interacted with the "Visual-Angle Factor". And the effect of visual angle is not just to say simply it has larger stable region or not as the existing studies. Finally, to verify the proposed model, we carried out the numerical simulation under the periodic boundary condition. And the results of numerical simulation are agreed well with the theoretical findings.
Foley, Alan R; Masingila, Joanna O
2015-07-01
In this paper, the authors explore the use of mobile devices as assistive technology for students with visual impairments in resource-limited environments. This paper provides initial data and analysis from an ongoing project in Kenya using tablet devices to provide access to education and independence for university students with visual impairments in Kenya. The project is a design-based research project in which we have developed and are refining a theoretically grounded intervention--a model for developing communities of practice to support the use of mobile technology as an assistive technology. We are collecting data to assess the efficacy and improve the model as well as inform the literature that has guided the design of the intervention. In examining the impact of the use of mobile devices for the students with visual impairments, we found that the devices provide the students with (a) access to education, (b) the means to participate in everyday life and (c) the opportunity to create a community of practice. Findings from this project suggest that communities of practice are both a viable and a valuable approach for facilitating the diffusion and support of mobile devices as assistive technology for students with visual impairments in resource-limited environments. Implications for Rehabilitation The use of mobile devices as assistive technology in resource-limited environments provides students with visual impairments access to education and enhanced means to participate in everyday life. Communities of practice are both a viable and a valuable approach for facilitating the diffusion and support of mobile devices as assistive technology for students with visual impairments in resource-limited environments. Providing access to assistive technology early and consistently throughout students' schooling builds both their skill and confidence and also demonstrates the capabilities of people with visual impairments to the larger society.
Bedmap2; Mapping, visualizing and communicating the Antarctic sub-glacial environment.
NASA Astrophysics Data System (ADS)
Fretwell, Peter; Pritchard, Hamish
2013-04-01
Bedmap2; Mapping, visualizing and communicating the Antarctic sub-glacial environment. The Bedmap2 project has been a large cooperative effort to compile, model, map and visualize the ice-rock interface beneath the Antarctic ice sheet. Here we present the final output of that project; the Bedmap2 printed map. The map is an A1, double sided print, showing 2d and 3d visualizations of the dataset. It includes scientific interpretations, cross sections and comparisons with other areas. Paper copies of the colour double sided map will be freely distributed at this session.
Experimenter's Laboratory for Visualized Interactive Science
NASA Technical Reports Server (NTRS)
Hansen, Elaine R.; Rodier, Daniel R.; Klemp, Marjorie K.
1994-01-01
ELVIS (Experimenter's Laboratory for Visualized Interactive Science) is an interactive visualization environment that enables scientists, students, and educators to visualize and analyze large, complex, and diverse sets of scientific data. It accomplishes this by presenting the data sets as 2-D, 3-D, color, stereo, and graphic images with movable and multiple light sources combined with displays of solid-surface, contours, wire-frame, and transparency. By simultaneously rendering diverse data sets acquired from multiple sources, formats, and resolutions and by interacting with the data through an intuitive, direct-manipulation interface, ELVIS provides an interactive and responsive environment for exploratory data analysis.
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
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…
Look, Snap, See: Visual Literacy through the Camera.
ERIC Educational Resources Information Center
Spoerner, Thomas M.
1981-01-01
Activities involving photographs stimulate visual perceptual awareness. Children understand visual stimuli before having verbal capacity to deal with the world. Vision becomes the primary means for learning, understanding, and adjusting to the environment. Photography can provide an effective avenue to visual literacy. (Author)
Graphical programming interface: A development environment for MRI methods.
Zwart, Nicholas R; Pipe, James G
2015-11-01
To introduce a multiplatform, Python language-based, development environment called graphical programming interface for prototyping MRI techniques. The interface allows developers to interact with their scientific algorithm prototypes visually in an event-driven environment making tasks such as parameterization, algorithm testing, data manipulation, and visualization an integrated part of the work-flow. Algorithm developers extend the built-in functionality through simple code interfaces designed to facilitate rapid implementation. This article shows several examples of algorithms developed in graphical programming interface including the non-Cartesian MR reconstruction algorithms for PROPELLER and spiral as well as spin simulation and trajectory visualization of a FLORET example. The graphical programming interface framework is shown to be a versatile prototyping environment for developing numeric algorithms used in the latest MR techniques. © 2014 Wiley Periodicals, Inc.
Adapting the iSNOBAL model for improved visualization in a GIS environment
NASA Astrophysics Data System (ADS)
Johansen, W. J.; Delparte, D.
2014-12-01
Snowmelt is a primary means of crucial water resources in much of the western United States. Researchers are developing models that estimate snowmelt to aid in water resource management. One such model is the image snowcover energy and mass balance (iSNOBAL) model. It uses input climate grids to simulate the development and melting of snowpack in mountainous regions. This study looks at applying this model to the Reynolds Creek Experimental Watershed in southwestern Idaho, utilizing novel approaches incorporating geographic information systems (GIS). To improve visualization of the iSNOBAL model, we have adapted it to run in a GIS environment. This type of environment is suited to both the input grid creation and the visualization of results. The data used for input grid creation can be stored locally or on a web-server. Kriging interpolation embedded within Python scripts are used to create air temperature, soil temperature, humidity, and precipitation grids, while built-in GIS and existing tools are used to create solar radiation and wind grids. Additional Python scripting is then used to perform model calculations. The final product is a user-friendly and accessible version of the iSNOBAL model, including the ability to easily visualize and interact with model results, all within a web- or desktop-based GIS environment. This environment allows for interactive manipulation of model parameters and visualization of the resulting input grids for the model calculations. Future work is moving towards adapting the model further for use in a 3D gaming engine for improved visualization and interaction.
ERIC Educational Resources Information Center
Gao, Tao; Gao, Zaifeng; Li, Jie; Sun, Zhongqiang; Shen, Mowei
2011-01-01
Mainstream theories of visual perception assume that visual working memory (VWM) is critical for integrating online perceptual information and constructing coherent visual experiences in changing environments. Given the dynamic interaction between online perception and VWM, we propose that how visual information is processed during visual…
Development of a Computerized Visual Search Test
ERIC Educational Resources Information Center
Reid, Denise; Babani, Harsha; Jon, Eugenia
2009-01-01
Visual attention and visual search are the features of visual perception, essential for attending and scanning one's environment while engaging in daily occupations. This study describes the development of a novel web-based test of visual search. The development information including the format of the test will be described. The test was designed…
Listeners' expectation of room acoustical parameters based on visual cues
NASA Astrophysics Data System (ADS)
Valente, Daniel L.
Despite many studies investigating auditory spatial impressions in rooms, few have addressed the impact of simultaneous visual cues on localization and the perception of spaciousness. The current research presents an immersive audio-visual study, in which participants are instructed to make spatial congruency and quantity judgments in dynamic cross-modal environments. The results of these psychophysical tests suggest the importance of consilient audio-visual presentation to the legibility of an auditory scene. Several studies have looked into audio-visual interaction in room perception in recent years, but these studies rely on static images, speech signals, or photographs alone to represent the visual scene. Building on these studies, the aim is to propose a testing method that uses monochromatic compositing (blue-screen technique) to position a studio recording of a musical performance in a number of virtual acoustical environments and ask subjects to assess these environments. In the first experiment of the study, video footage was taken from five rooms varying in physical size from a small studio to a small performance hall. Participants were asked to perceptually align two distinct acoustical parameters---early-to-late reverberant energy ratio and reverberation time---of two solo musical performances in five contrasting visual environments according to their expectations of how the room should sound given its visual appearance. In the second experiment in the study, video footage shot from four different listening positions within a general-purpose space was coupled with sounds derived from measured binaural impulse responses (IRs). The relationship between the presented image, sound, and virtual receiver position was examined. It was found that many visual cues caused different perceived events of the acoustic environment. This included the visual attributes of the space in which the performance was located as well as the visual attributes of the performer. The addressed visual makeup of the performer included: (1) an actual video of the performance, (2) a surrogate image of the performance, for example a loudspeaker's image reproducing the performance, (3) no visual image of the performance (empty room), or (4) a multi-source visual stimulus (actual video of the performance coupled with two images of loudspeakers positioned to the left and right of the performer). For this experiment, perceived auditory events of sound were measured in terms of two subjective spatial metrics: Listener Envelopment (LEV) and Apparent Source Width (ASW) These metrics were hypothesized to be dependent on the visual imagery of the presented performance. Data was also collected by participants matching direct and reverberant sound levels for the presented audio-visual scenes. In the final experiment, participants judged spatial expectations of an ensemble of musicians presented in the five physical spaces from Experiment 1. Supporting data was accumulated in two stages. First, participants were given an audio-visual matching test, in which they were instructed to align the auditory width of a performing ensemble to a varying set of audio and visual cues. In the second stage, a conjoint analysis design paradigm was explored to extrapolate the relative magnitude of explored audio-visual factors in affecting three assessed response criteria: Congruency (the perceived match-up of the auditory and visual cues in the assessed performance), ASW and LEV. Results show that both auditory and visual factors affect the collected responses, and that the two sensory modalities coincide in distinct interactions. This study reveals participant resiliency in the presence of forced auditory-visual mismatch: Participants are able to adjust the acoustic component of the cross-modal environment in a statistically similar way despite randomized starting values for the monitored parameters. Subjective results of the experiments are presented along with objective measurements for verification.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cook, Kristin A.; Scholtz, Jean; Whiting, Mark A.
The VAST Challenge has been a popular venue for academic and industry participants for over ten years. Many participants comment that the majority of their time in preparing VAST Challenge entries is discovering elements in their software environments that need to be redesigned in order to solve the given task. Fortunately, there is no need to wait until the VAST Challenge is announced to test out software systems. The Visual Analytics Benchmark Repository contains all past VAST Challenge tasks, data, solutions and submissions. This paper details the various types of evaluations that may be conducted using the Repository information. Inmore » this paper we describe how developers can do informal evaluations of various aspects of their visual analytics environments using VAST Challenge information. Aspects that can be evaluated include the appropriateness of the software for various tasks, the various data types and formats that can be accommodated, the effectiveness and efficiency of the process supported by the software, and the intuitiveness of the visualizations and interactions. Researchers can compare their visualizations and interactions to those submitted to determine novelty. In addition, the paper provides pointers to various guidelines that software teams can use to evaluate the usability of their software. While these evaluations are not a replacement for formal evaluation methods, this information can be extremely useful during the development of visual analytics environments.« less
VisSearch: A Collaborative Web Searching Environment
ERIC Educational Resources Information Center
Lee, Young-Jin
2005-01-01
VisSearch is a collaborative Web searching environment intended for sharing Web search results among people with similar interests, such as college students taking the same course. It facilitates students' Web searches by visualizing various Web searching processes. It also collects the visualized Web search results and applies an association rule…
Visual resource management of the sea
Louis V. Mills Jr.
1979-01-01
The scenic quality of the marine environment has become an important concern for the design and planning professions. Increased public use of the underwater environment has resulted from technological advancements in SCUBA, recreational submarines and through development of under-water restaurants and parks. This paper presents an approach to an underwater visual...
Using Visualization to Motivate Student Participation in Collaborative Online Learning Environments
ERIC Educational Resources Information Center
Jin, Sung-Hee
2017-01-01
Online participation in collaborative online learning environments is instrumental in motivating students to learn and promoting their learning satisfaction, but there has been little research on the technical supports for motivating students' online participation. The purpose of this study was to develop a visualization tool to motivate learners…
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…
Visual Literacy in Instructional Design Programs
ERIC Educational Resources Information Center
Ervine, Michelle D.
2016-01-01
In this technologically advanced environment, users have become highly visual, with television, videos, web sites and images dominating the learning environment. These new forms of searching and learning are changing the perspective of what it means to be literate. Literacy can no longer solely rely on text-based materials, but should also…
Audio Visual Technology and the Teaching of Foreign Languages.
ERIC Educational Resources Information Center
Halbig, Michael C.
Skills in comprehending the spoken language source are becoming increasingly important due to the audio-visual orientation of our culture. It would seem natural, therefore, to adjust the learning goals and environment accordingly. The video-cassette machine is an ideal means for creating this learning environment and developing the listening…
The climate visualizer: Sense-making through scientific visualization
NASA Astrophysics Data System (ADS)
Gordin, Douglas N.; Polman, Joseph L.; Pea, Roy D.
1994-12-01
This paper describes the design of a learning environment, called the Climate Visualizer, intended to facilitate scientific sense-making in high school classrooms by providing students the ability to craft, inspect, and annotate scientific visualizations. The theoretical back-ground for our design presents a view of learning as acquiring and critiquing cultural practices and stresses the need for students to appropriate the social and material aspects of practice when learning an area. This is followed by a description of the design of the Climate Visualizer, including detailed accounts of its provision of spatial and temporal context and the quantitative and visual representations it employs. A broader context is then explored by describing its integration into the high school science classroom. This discussion explores how visualizations can promote the creation of scientific theories, especially in conjunction with the Collaboratory Notebook, an embedded environment for creating and critiquing scientific theories and visualizations. Finally, we discuss the design trade-offs we have made in light of our theoretical orientation, and our hopes for further progress.
The development of organized visual search
Woods, Adam J.; Goksun, Tilbe; Chatterjee, Anjan; Zelonis, Sarah; Mehta, Anika; Smith, Sabrina E.
2013-01-01
Visual search plays an important role in guiding behavior. Children have more difficulty performing conjunction search tasks than adults. The present research evaluates whether developmental differences in children's ability to organize serial visual search (i.e., search organization skills) contribute to performance limitations in a typical conjunction search task. We evaluated 134 children between the ages of 2 and 17 on separate tasks measuring search for targets defined by a conjunction of features or by distinct features. Our results demonstrated that children organize their visual search better as they get older. As children's skills at organizing visual search improve they become more accurate at locating targets with conjunction of features amongst distractors, but not for targets with distinct features. Developmental limitations in children's abilities to organize their visual search of the environment are an important component of poor conjunction search in young children. In addition, our findings provide preliminary evidence that, like other visuospatial tasks, exposure to reading may influence children's spatial orientation to the visual environment when performing a visual search. PMID:23584560
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.
Kim, Aram; Kretch, Kari S; Zhou, Zixuan; Finley, James M
2018-05-09
Successful negotiation of obstacles during walking relies on the integration of visual information about the environment with ongoing locomotor commands. When information about the body and environment are removed through occlusion of the lower visual field, individuals increase downward head pitch angle, reduce foot placement precision, and increase safety margins during crossing. However, whether these effects are mediated by loss of visual information about the lower extremities, the obstacle, or both remains to be seen. Here, we used a fully immersive, virtual obstacle negotiation task to investigate how visual information about the lower extremities is integrated with information about the environment to facilitate skillful obstacle negotiation. Participants stepped over virtual obstacles while walking on a treadmill with one of three types of visual feedback about the lower extremities: no feedback, end-point feedback, or a link-segment model. We found that absence of visual information about the lower extremities led to an increase in the variability of leading foot placement after crossing. The presence of a visual representation of the lower extremities promoted greater downward head pitch angle during the approach to and subsequent crossing of an obstacle. In addition, having greater downward head pitch was associated with closer placement of the trailing foot to the obstacle, further placement of the leading foot after the obstacle, and higher trailing foot clearance. These results demonstrate that the fidelity of visual information about the lower extremities influences both feed-forward and feedback aspects of visuomotor coordination during obstacle negotiation.
Behavior Selection of Mobile Robot Based on Integration of Multimodal Information
NASA Astrophysics Data System (ADS)
Chen, Bin; Kaneko, Masahide
Recently, biologically inspired robots have been developed to acquire the capacity for directing visual attention to salient stimulus generated from the audiovisual environment. On purpose to realize this behavior, a general method is to calculate saliency maps to represent how much the external information attracts the robot's visual attention, where the audiovisual information and robot's motion status should be involved. In this paper, we represent a visual attention model where three modalities, that is, audio information, visual information and robot's motor status are considered, while the previous researches have not considered all of them. Firstly, we introduce a 2-D density map, on which the value denotes how much the robot pays attention to each spatial location. Then we model the attention density using a Bayesian network where the robot's motion statuses are involved. Secondly, the information from both of audio and visual modalities is integrated with the attention density map in integrate-fire neurons. The robot can direct its attention to the locations where the integrate-fire neurons are fired. Finally, the visual attention model is applied to make the robot select the visual information from the environment, and react to the content selected. Experimental results show that it is possible for robots to acquire the visual information related to their behaviors by using the attention model considering motion statuses. The robot can select its behaviors to adapt to the dynamic environment as well as to switch to another task according to the recognition results of visual attention.
Are children with low vision adapted to the visual environment in classrooms of mainstream schools?
Negiloni, Kalpa; Ramani, Krishna Kumar; Jeevitha, R; Kalva, Jayashree; Sudhir, Rachapalle Reddi
2018-02-01
The study aimed to evaluate the classroom environment of children with low vision and provide recommendations to reduce visual stress, with focus on mainstream schooling. The medical records of 110 children (5-17 years) seen in low vision clinic during 1 year period (2015) at a tertiary care center in south India were extracted. The visual function levels of children were compared to the details of their classroom environment. The study evaluated and recommended the chalkboard visual task size and viewing distance required for children with mild, moderate, and severe visual impairment (VI). The major causes of low vision based on the site of abnormality and etiology were retinal (80%) and hereditary (67%) conditions, respectively, in children with mild (n = 18), moderate (n = 72), and severe (n = 20) VI. Many of the children (72%) had difficulty in viewing chalkboard and common strategies used for better visibility included copying from friends (47%) and going closer to chalkboard (42%). To view the chalkboard with reduced visual stress, a child with mild VI can be seated at a maximum distance of 4.3 m from the chalkboard, with the minimum size of visual task (height of lowercase letter writing on chalkboard) recommended to be 3 cm. For 3/60-6/60 range, the maximum viewing distance with the visual task size of 4 cm is recommended to be 85 cm to 1.7 m. Simple modifications of the visual task size and seating arrangements can aid children with low vision with better visibility of chalkboard and reduced visual stress to manage in mainstream schools.
NASA Astrophysics Data System (ADS)
Shipman, J. S.; Anderson, J. W.
2017-12-01
An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.
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.
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.
Some lessons learned in three years with ADS-33C. [rotorcraft handling qualities specification
NASA Technical Reports Server (NTRS)
Key, David L.; Blanken, Chris L.; Hoh, Roger H.
1993-01-01
Three years of using the U.S. Army's rotorcraft handling qualities specification, Aeronautical Design Standard - 33, has shown it to be surprisingly robust. It appears to provide an excellent basis for design and for assessment, however, as the subtleties become more well understood, several areas needing refinement became apparent. Three responses to these needs have been documented in this paper: (1) The yaw-axis attitude quickness for hover target acquisition and tracking can be relaxed slightly. (2) Understanding and application of criteria for degraded visual environments needed elaboration. This and some guidelines for testing to obtain visual cue ratings have been documented. (3) The flight test maneuvers were an innovation that turned out to be very valuable. Their extensive use has made it necessary to tighten definitions and testing guidance. This was accomplished for a good visual environment and is underway for degraded visual environments.
VIPER: Virtual Intelligent Planetary Exploration Rover
NASA Technical Reports Server (NTRS)
Edwards, Laurence; Flueckiger, Lorenzo; Nguyen, Laurent; Washington, Richard
2001-01-01
Simulation and visualization of rover behavior are critical capabilities for scientists and rover operators to construct, test, and validate plans for commanding a remote rover. The VIPER system links these capabilities. using a high-fidelity virtual-reality (VR) environment. a kinematically accurate simulator, and a flexible plan executive to allow users to simulate and visualize possible execution outcomes of a plan under development. This work is part of a larger vision of a science-centered rover control environment, where a scientist may inspect and explore the environment via VR tools, specify science goals, and visualize the expected and actual behavior of the remote rover. The VIPER system is constructed from three generic systems, linked together via a minimal amount of customization into the integrated system. The complete system points out the power of combining plan execution, simulation, and visualization for envisioning rover behavior; it also demonstrates the utility of developing generic technologies. which can be combined in novel and useful ways.
Nie, Min; Ren, Jie; Li, Zhengjun; Niu, Jinhai; Qiu, Yihong; Zhu, Yisheng; Tong, Shanbao
2009-01-01
Without visual information, the blind people live in various hardships with shopping, reading, finding objects and etc. Therefore, we developed a portable auditory guide system, called SoundView, for visually impaired people. This prototype system consists of a mini-CCD camera, a digital signal processing unit and an earphone, working with built-in customizable auditory coding algorithms. Employing environment understanding techniques, SoundView processes the images from a camera and detects objects tagged with barcodes. The recognized objects in the environment are then encoded into stereo speech signals for the blind though an earphone. The user would be able to recognize the type, motion state and location of the interested objects with the help of SoundView. Compared with other visual assistant techniques, SoundView is object-oriented and has the advantages of cheap cost, smaller size, light weight, low power consumption and easy customization.
NASA Astrophysics Data System (ADS)
Demir, I.
2014-12-01
Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.
Color polymorphic lures target different visual channels in prey.
White, Thomas E; Kemp, Darrell J
2016-06-01
Selection for signal efficacy in variable environments may favor color polymorphism, but little is known about this possibility outside of sexual systems. Here we used the color polymorphic orb-web spider Gasteracantha fornicata, whose yellow- or white-banded dorsal signal attracts dipteran prey, to test the hypothesis that morphs may be tuned to optimize either chromatic or achromatic conspicuousness in their visually noisy forest environments. We used data from extensive observations of naturally existing spiders and precise assessments of visual environments to model signal conspicuousness according to dipteran vision. Modeling supported a distinct bias in the chromatic (yellow morph) or achromatic (white morph) contrast presented by spiders at the times when they caught prey, as opposed to all other times at which they may be viewed. Hence, yellow spiders were most successful when their signal produced maximum color contrast against viewing backgrounds, whereas white spiders were most successful when they presented relatively greatest luminance contrast. Further modeling across a hypothetical range of lure variation confirmed that yellow versus white signals should, respectively, enhance chromatic versus achromatic conspicuousness to flies, in G. fornicata's visual environments. These findings suggest that color polymorphism may be adaptively maintained by selection for conspicuousness within different visual channels in receivers. © 2016 The Author(s). Evolution © 2016 The Society for the Study of Evolution.
ERIC Educational Resources Information Center
Lancioni, Giulio E.; O'Reilly, Mark F.; Singh, Nirbhay N.; Sigafoos, Jeff; Campodonico, Francesca; Oliva, Doretta
2009-01-01
Persons with profound visual impairments and other disabilities, such as neuromotor and intellectual disabilities, may encounter serious orientation and mobility problems even in familiar indoor environments, such as their homes. Teaching these persons to develop maps of their daily environment, using miniature replicas of the areas or some…
Motor Effects from Visually Induced Disorientation in Man.
ERIC Educational Resources Information Center
Brecher, M. Herbert; Brecher, Gerhard A.
The problem of disorientation in a moving optical environment was examined. A pilot can experience egocentric disorientation if the entire visual environment moves relative to his body without a clue as to the objectives position of the airplane in respect to the ground. A simple method of measuring disorientation was devised. In this method…
Reconfigurable Image Generator
NASA Technical Reports Server (NTRS)
Archdeacon, John L. (Inventor); Iwai, Nelson H. (Inventor); Kato, Kenji H. (Inventor); Sweet, Barbara T. (Inventor)
2017-01-01
A RiG may simulate visual conditions of a real world environment, and generate the necessary amount of pixels in a visual simulation at rates up to 120 frames per second. RiG may also include a database generation system capable of producing visual databases suitable to drive the visual fidelity required by the RiG.
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…
Visual Programming: A Programming Tool for Increasing Mathematics Achivement
ERIC Educational Resources Information Center
Swanier, Cheryl A.; Seals, Cheryl D.; Billionniere, Elodie V.
2009-01-01
This paper aims to address the need of increasing student achievement in mathematics using a visual programming language such as Scratch. This visual programming language facilitates creating an environment where students in K-12 education can develop mathematical simulations while learning a visual programming language at the same time.…
Evolutionary adaptations: theoretical and practical implications for visual ergonomics.
Fostervold, Knut Inge; Watten, Reidulf G; Volden, Frode
2014-01-01
The literature discussing visual ergonomics often mention that human vision is adapted to light emitted by the sun. However, theoretical and practical implications of this viewpoint is seldom discussed or taken into account. The paper discusses some of the main theoretical implications of an evolutionary approach to visual ergonomics. Based on interactional theory and ideas from ecological psychology an evolutionary stress model is proposed as a theoretical framework for future research in ergonomics and human factors. The model stresses the importance of developing work environments that fits with our evolutionary adaptations. In accordance with evolutionary psychology, the environment of evolutionary adaptedness (EEA) and evolutionarily-novel environments (EN) are used as key concepts. Using work with visual display units (VDU) as an example, the paper discusses how this knowledge can be utilized in an ergonomic analysis of risk factors in the work environment. The paper emphasises the importance of incorporating evolutionary theory in the field of ergonomics. Further, the paper encourages scientific practices that further our understanding of any phenomena beyond the borders of traditional proximal explanations.
NASA Astrophysics Data System (ADS)
Moore, C. A.; Gertman, V.; Olsoy, P.; Mitchell, J.; Glenn, N. F.; Joshi, A.; Norpchen, D.; Shrestha, R.; Pernice, M.; Spaete, L.; Grover, S.; Whiting, E.; Lee, R.
2011-12-01
Immersive virtual reality environments such as the IQ-Station or CAVE° (Cave Automated Virtual Environment) offer new and exciting ways to visualize and explore scientific data and are powerful research and educational tools. Combining remote sensing data from a range of sensor platforms in immersive 3D environments can enhance the spectral, textural, spatial, and temporal attributes of the data, which enables scientists to interact and analyze the data in ways never before possible. Visualization and analysis of large remote sensing datasets in immersive environments requires software customization for integrating LiDAR point cloud data with hyperspectral raster imagery, the generation of quantitative tools for multidimensional analysis, and the development of methods to capture 3D visualizations for stereographic playback. This study uses hyperspectral and LiDAR data acquired over the China Hat geologic study area near Soda Springs, Idaho, USA. The data are fused into a 3D image cube for interactive data exploration and several methods of recording and playback are investigated that include: 1) creating and implementing a Virtual Reality User Interface (VRUI) patch configuration file to enable recording and playback of VRUI interactive sessions within the CAVE and 2) using the LiDAR and hyperspectral remote sensing data and GIS data to create an ArcScene 3D animated flyover, where left- and right-eye visuals are captured from two independent monitors for playback in a stereoscopic player. These visualizations can be used as outreach tools to demonstrate how integrated data and geotechnology techniques can help scientists see, explore, and more adequately comprehend scientific phenomena, both real and abstract.
NASA Astrophysics Data System (ADS)
Akristiniy, Vera A.; Dikova, Elena A.
2018-03-01
The article is devoted to one of the types of urban planning studies - the visual-landscape analysis during the integration of high-rise buildings within the historic urban environment for the purposes of providing pre-design and design studies in terms of preserving the historical urban environment and the implementation of the reconstructional resource of the area. In the article formed and systematized the stages and methods of conducting the visual-landscape analysis taking into account the influence of high-rise buildings on objects of cultural heritage and valuable historical buildings of the city. Practical application of the visual-landscape analysis provides an opportunity to assess the influence of hypothetical location of high-rise buildings on the perception of a historically developed environment and optimal building parameters. The contents of the main stages in the conduct of the visual - landscape analysis and their key aspects, concerning the construction of predicted zones of visibility of the significant historically valuable urban development objects and hypothetically planned of the high-rise buildings are revealed. The obtained data are oriented to the successive development of the planning and typological structure of the city territory and preservation of the compositional influence of valuable fragments of the historical environment in the structure of the urban landscape. On their basis, an information database is formed to determine the permissible urban development parameters of the high-rise buildings for the preservation of the compositional integrity of the urban area.
Teaching Technology Education to Visually Impaired Students.
ERIC Educational Resources Information Center
Mann, Rene
1987-01-01
Discusses various types of visual impairments and how the learning environment can be adapted to limit their effect. Presents suggestions for adapting industrial arts laboratory activities to maintain safety standards while allowing the visually impaired to participate. (CH)
Simulation environment and graphical visualization environment: a COPD use-case.
Huertas-Migueláñez, Mercedes; Mora, Daniel; Cano, Isaac; Maier, Dieter; Gomez-Cabrero, David; Lluch-Ariet, Magí; Miralles, Felip
2014-11-28
Today, many different tools are developed to execute and visualize physiological models that represent the human physiology. Most of these tools run models written in very specific programming languages which in turn simplify the communication among models. Nevertheless, not all of these tools are able to run models written in different programming languages. In addition, interoperability between such models remains an unresolved issue. In this paper we present a simulation environment that allows, first, the execution of models developed in different programming languages and second the communication of parameters to interconnect these models. This simulation environment, developed within the Synergy-COPD project, aims at helping and supporting bio-researchers and medical students understand the internal mechanisms of the human body through the use of physiological models. This tool is composed of a graphical visualization environment, which is a web interface through which the user can interact with the models, and a simulation workflow management system composed of a control module and a data warehouse manager. The control module monitors the correct functioning of the whole system. The data warehouse manager is responsible for managing the stored information and supporting its flow among the different modules. It has been proved that the simulation environment presented here allows the user to research and study the internal mechanisms of the human physiology by the use of models via a graphical visualization environment. A new tool for bio-researchers is ready for deployment in various use cases scenarios.
Interobject grouping facilitates visual awareness.
Stein, Timo; Kaiser, Daniel; Peelen, Marius V
2015-01-01
In organizing perception, the human visual system takes advantage of regularities in the visual input to perceptually group related image elements. Simple stimuli that can be perceptually grouped based on physical regularities, for example by forming an illusory contour, have a competitive advantage in entering visual awareness. Here, we show that regularities that arise from the relative positioning of complex, meaningful objects in the visual environment also modulate visual awareness. Using continuous flash suppression, we found that pairs of objects that were positioned according to real-world spatial regularities (e.g., a lamp above a table) accessed awareness more quickly than the same object pairs shown in irregular configurations (e.g., a table above a lamp). This advantage was specific to upright stimuli and abolished by stimulus inversion, meaning that it did not reflect physical stimulus confounds or the grouping of simple image elements. Thus, knowledge of the spatial configuration of objects in the environment shapes the contents of conscious perception.
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.
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)
Reaction time for processing visual stimulus in a computer-assisted rehabilitation environment.
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.
Lynch, Michael S; Slenkamp, Karla M; Cheng, Mark; Khalil, Munira
2012-07-05
Obtaining a detailed description of photochemical reactions in solution requires measuring time-evolving structural dynamics of transient chemical species on ultrafast time scales. Time-resolved vibrational spectroscopies are sensitive probes of molecular structure and dynamics in solution. In this work, we develop doubly resonant fifth-order nonlinear visible-infrared spectroscopies to probe nonequilibrium vibrational dynamics among coupled high-frequency vibrations during an ultrafast charge transfer process using a heterodyne detection scheme. The method enables the simultaneous collection of third- and fifth-order signals, which respectively measure vibrational dynamics occurring on electronic ground and excited states on a femtosecond time scale. Our data collection and analysis strategy allows transient dispersed vibrational echo (t-DVE) and dispersed pump-probe (t-DPP) spectra to be extracted as a function of electronic and vibrational population periods with high signal-to-noise ratio (S/N > 25). We discuss how fifth-order experiments can measure (i) time-dependent anharmonic vibrational couplings, (ii) nonequilibrium frequency-frequency correlation functions, (iii) incoherent and coherent vibrational relaxation and transfer dynamics, and (iv) coherent vibrational and electronic (vibronic) coupling as a function of a photochemical reaction.
Rheb and mammalian target of rapamycin in mitochondrial homoeostasis
Groenewoud, Marlous J.; Zwartkruis, Fried J. T.
2013-01-01
Mitochondrial dysfunction has been associated with various diseases, such as cancer, myopathies, neurodegeneration and obesity. Mitochondrial homoeostasis is achieved by mechanisms that adapt the number of mitochondria to that required for energy production and for the supply of metabolic intermediates necessary to sustain cell growth. Simultaneously, mitochondrial quality control mechanisms are in place to remove malfunctioning mitochondria. In the cytoplasm, the protein complex mTORC1 couples growth-promoting signals with anabolic processes, in which mitochondria play an essential role. Here, we review the involvement of mTORC1 and Rheb in mitochondrial homoeostasis. The regulatory processes downstream of mTORC1 affect the glycolytic flux and the rate of mitophagy, and include regulation of the transcription factors HIF1α and YY1/PGC-1α. We also discuss how mitochondrial function feeds back on mTORC1 via reactive oxygen species signalling to adapt metabolic processes, and highlight how mTORC1 signalling is integrated with the unfolded protein response in mitochondria, which in Caenorhabditis elegans is mediated via transcription factors such as DVE-1/UBL-5 and ATFS-1. PMID:24352740
On the Usability and Usefulness of 3d (geo)visualizations - a Focus on Virtual Reality Environments
NASA Astrophysics Data System (ADS)
Çöltekin, A.; Lokka, I.; Zahner, M.
2016-06-01
Whether and when should we show data in 3D is an on-going debate in communities conducting visualization research. A strong opposition exists in the information visualization (Infovis) community, and seemingly unnecessary/unwarranted use of 3D, e.g., in plots, bar or pie charts, is heavily criticized. The scientific visualization (Scivis) community, on the other hand, is more supportive of the use of 3D as it allows `seeing' invisible phenomena, or designing and printing things that are used in e.g., surgeries, educational settings etc. Geographic visualization (Geovis) stands between the Infovis and Scivis communities. In geographic information science, most visuo-spatial analyses have been sufficiently conducted in 2D or 2.5D, including analyses related to terrain and much of the urban phenomena. On the other hand, there has always been a strong interest in 3D, with similar motivations as in Scivis community. Among many types of 3D visualizations, a popular one that is exploited both for visual analysis and visualization is the highly realistic (geo)virtual environments. Such environments may be engaging and memorable for the viewers because they offer highly immersive experiences. However, it is not yet well-established if we should opt to show the data in 3D; and if yes, a) what type of 3D we should use, b) for what task types, and c) for whom. In this paper, we identify some of the central arguments for and against the use of 3D visualizations around these three considerations in a concise interdisciplinary literature review.
Are children with low vision adapted to the visual environment in classrooms of mainstream schools?
Negiloni, Kalpa; Ramani, Krishna Kumar; Jeevitha, R; Kalva, Jayashree; Sudhir, Rachapalle Reddi
2018-01-01
Purpose: The study aimed to evaluate the classroom environment of children with low vision and provide recommendations to reduce visual stress, with focus on mainstream schooling. Methods: The medical records of 110 children (5–17 years) seen in low vision clinic during 1 year period (2015) at a tertiary care center in south India were extracted. The visual function levels of children were compared to the details of their classroom environment. The study evaluated and recommended the chalkboard visual task size and viewing distance required for children with mild, moderate, and severe visual impairment (VI). Results: The major causes of low vision based on the site of abnormality and etiology were retinal (80%) and hereditary (67%) conditions, respectively, in children with mild (n = 18), moderate (n = 72), and severe (n = 20) VI. Many of the children (72%) had difficulty in viewing chalkboard and common strategies used for better visibility included copying from friends (47%) and going closer to chalkboard (42%). To view the chalkboard with reduced visual stress, a child with mild VI can be seated at a maximum distance of 4.3 m from the chalkboard, with the minimum size of visual task (height of lowercase letter writing on chalkboard) recommended to be 3 cm. For 3/60–6/60 range, the maximum viewing distance with the visual task size of 4 cm is recommended to be 85 cm to 1.7 m. Conclusion: Simple modifications of the visual task size and seating arrangements can aid children with low vision with better visibility of chalkboard and reduced visual stress to manage in mainstream schools. PMID:29380777
Experience Report: Visual Programming in the Real World
NASA Technical Reports Server (NTRS)
Baroth, E.; Hartsough, C
1994-01-01
This paper reports direct experience with two commercial, widely used visual programming environments. While neither of these systems is object oriented, the tools have transformed the development process and indicate a direction for visual object oriented tools to proceed.
Concept of Operations for Commercial and Business Aircraft Synthetic Vision Systems. 1.0
NASA Technical Reports Server (NTRS)
Williams Daniel M.; Waller, Marvin C.; Koelling, John H.; Burdette, Daniel W.; Capron, William R.; Barry, John S.; Gifford, Richard B.; Doyle, Thomas M.
2001-01-01
A concept of operations (CONOPS) for the Commercial and Business (CaB) aircraft synthetic vision systems (SVS) is described. The CaB SVS is expected to provide increased safety and operational benefits in normal and low visibility conditions. Providing operational benefits will promote SVS implementation in the Net, improve aviation safety, and assist in meeting the national aviation safety goal. SVS will enhance safety and enable consistent gate-to-gate aircraft operations in normal and low visibility conditions. The goal for developing SVS is to support operational minima as low as Category 3b in a variety of environments. For departure and ground operations, the SVS goal is to enable operations with a runway visual range of 300 feet. The system is an integrated display concept that provides a virtual visual environment. The SVS virtual visual environment is composed of three components: an enhanced intuitive view of the flight environment, hazard and obstacle defection and display, and precision navigation guidance. The virtual visual environment will support enhanced operations procedures during all phases of flight - ground operations, departure, en route, and arrival. The applications selected for emphasis in this document include low visibility departures and arrivals including parallel runway operations, and low visibility airport surface operations. These particular applications were selected because of significant potential benefits afforded by SVS.
Härer, Andreas; Torres-Dowdall, Julián; Meyer, Axel
2017-10-01
Colonization of novel habitats is typically challenging to organisms. In the initial stage after colonization, approximation to fitness optima in the new environment can occur by selection acting on standing genetic variation, modification of developmental patterns or phenotypic plasticity. Midas cichlids have recently colonized crater Lake Apoyo from great Lake Nicaragua. The photic environment of crater Lake Apoyo is shifted towards shorter wavelengths compared to great Lake Nicaragua and Midas cichlids from both lakes differ in visual sensitivity. We investigated the contribution of ontogeny and phenotypic plasticity in shaping the visual system of Midas cichlids after colonizing this novel photic environment. To this end, we measured cone opsin expression both during development and after experimental exposure to different light treatments. Midas cichlids from both lakes undergo ontogenetic changes in cone opsin expression, but visual sensitivity is consistently shifted towards shorter wavelengths in crater lake fish, which leads to a paedomorphic retention of their visual phenotype. This shift might be mediated by lower levels of thyroid hormone in crater lake Midas cichlids (measured indirectly as dio2 and dio3 gene expression). Exposing fish to different light treatments revealed that cone opsin expression is phenotypically plastic in both species during early development, with short and long wavelength light slowing or accelerating ontogenetic changes, respectively. Notably, this plastic response was maintained into adulthood only in the derived crater lake Midas cichlids. We conclude that the rapid evolution of Midas cichlids' visual system after colonizing crater Lake Apoyo was mediated by a shift in visual sensitivity during ontogeny and was further aided by phenotypic plasticity during development. © 2017 John Wiley & Sons Ltd.
Maravall, Darío; de Lope, Javier; Fuentes, Juan P
2017-01-01
We introduce a hybrid algorithm for the self-semantic location and autonomous navigation of robots using entropy-based vision and visual topological maps. In visual topological maps the visual landmarks are considered as leave points for guiding the robot to reach a target point (robot homing) in indoor environments. These visual landmarks are defined from images of relevant objects or characteristic scenes in the environment. The entropy of an image is directly related to the presence of a unique object or the presence of several different objects inside it: the lower the entropy the higher the probability of containing a single object inside it and, conversely, the higher the entropy the higher the probability of containing several objects inside it. Consequently, we propose the use of the entropy of images captured by the robot not only for the landmark searching and detection but also for obstacle avoidance. If the detected object corresponds to a landmark, the robot uses the suggestions stored in the visual topological map to reach the next landmark or to finish the mission. Otherwise, the robot considers the object as an obstacle and starts a collision avoidance maneuver. In order to validate the proposal we have defined an experimental framework in which the visual bug algorithm is used by an Unmanned Aerial Vehicle (UAV) in typical indoor navigation tasks.
Maravall, Darío; de Lope, Javier; Fuentes, Juan P.
2017-01-01
We introduce a hybrid algorithm for the self-semantic location and autonomous navigation of robots using entropy-based vision and visual topological maps. In visual topological maps the visual landmarks are considered as leave points for guiding the robot to reach a target point (robot homing) in indoor environments. These visual landmarks are defined from images of relevant objects or characteristic scenes in the environment. The entropy of an image is directly related to the presence of a unique object or the presence of several different objects inside it: the lower the entropy the higher the probability of containing a single object inside it and, conversely, the higher the entropy the higher the probability of containing several objects inside it. Consequently, we propose the use of the entropy of images captured by the robot not only for the landmark searching and detection but also for obstacle avoidance. If the detected object corresponds to a landmark, the robot uses the suggestions stored in the visual topological map to reach the next landmark or to finish the mission. Otherwise, the robot considers the object as an obstacle and starts a collision avoidance maneuver. In order to validate the proposal we have defined an experimental framework in which the visual bug algorithm is used by an Unmanned Aerial Vehicle (UAV) in typical indoor navigation tasks. PMID:28900394
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
Adaptation to Laterally Displacing Prisms in Anisometropic Amblyopia.
Sklar, Jaime C; Goltz, Herbert C; Gane, Luke; Wong, Agnes M F
2015-06-01
Using visual feedback to modify sensorimotor output in response to changes in the external environment is essential for daily function. Prism adaptation is a well-established experimental paradigm to quantify sensorimotor adaptation; that is, how the sensorimotor system adapts to an optically-altered visuospatial environment. Amblyopia is a neurodevelopmental disorder characterized by spatiotemporal deficits in vision that impacts manual and oculomotor function. This study explored the effects of anisometropic amblyopia on prism adaptation. Eight participants with anisometropic amblyopia and 11 visually-normal adults, all right-handed, were tested. Participants pointed to visual targets and were presented with feedback of hand position near the terminus of limb movement in three blocks: baseline, adaptation, and deadaptation. Adaptation was induced by viewing with binocular 11.4° (20 prism diopter [PD]) left-shifting prisms. All tasks were performed during binocular viewing. Participants with anisometropic amblyopia required significantly more trials (i.e., increased time constant) to adapt to prismatic optical displacement than visually-normal controls. During the rapid error correction phase of adaptation, people with anisometropic amblyopia also exhibited greater variance in motor output than visually-normal controls. Amblyopia impacts on the ability to adapt the sensorimotor system to an optically-displaced visual environment. The increased time constant and greater variance in motor output during the rapid error correction phase of adaptation may indicate deficits in processing of visual information as a result of degraded spatiotemporal vision in amblyopia.
ERIC Educational Resources Information Center
Cattaneo, Zaira; Mattavelli, Giulia; Papagno, Costanza; Herbert, Andrew; Silvanto, Juha
2011-01-01
The human visual system is able to efficiently extract symmetry information from the visual environment. Prior neuroimaging evidence has revealed symmetry-preferring neuronal representations in the dorsolateral extrastriate visual cortex; the objective of the present study was to investigate the necessity of these representations in symmetry…
ERIC Educational Resources Information Center
Kraemer, David J. M.; Schinazi, Victor R.; Cawkwell, Philip B.; Tekriwal, Anand; Epstein, Russell A.; Thompson-Schill, Sharon L.
2017-01-01
Using novel virtual cities, we investigated the influence of verbal and visual strategies on the encoding of navigation-relevant information in a large-scale virtual environment. In 2 experiments, participants watched videos of routes through 4 virtual cities and were subsequently tested on their memory for observed landmarks and their ability to…
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…
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…
ERIC Educational Resources Information Center
Simpkins, N. K.
2014-01-01
This article reports an investigation into undergraduate student experiences and views of a visual or "blocks" based programming language and its environment. An additional and central aspect of this enquiry is to substantiate the perceived degree of transferability of programming skills learnt within the visual environment to a typical…
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.
[Visually-impaired adolescents' interpersonal relationships at school].
Bezerra, Camilla Pontes; Pagliuca, Lorita Marlena Freitag
2007-09-01
This study describes the school environment and how interpersonal relationships are conducted in view of the needs of visually handicapped adolescents. Data were collected through observations of the physical environment of two schools in Fortaleza, Ceara, Brazil, with the support of a checklist, in order to analyze the existence of obstacles. Four visually handicapped adolescents from 14 to 20 years of age were interviewed. Conclusions were that the obstacles that hamper the free locomotion, communication, and physical and social interaction of the blind--or people with other eye disorders--during their activities at school are numerous.
Seeing the Song: Left Auditory Structures May Track Auditory-Visual Dynamic Alignment
Mossbridge, Julia A.; Grabowecky, Marcia; Suzuki, Satoru
2013-01-01
Auditory and visual signals generated by a single source tend to be temporally correlated, such as the synchronous sounds of footsteps and the limb movements of a walker. Continuous tracking and comparison of the dynamics of auditory-visual streams is thus useful for the perceptual binding of information arising from a common source. Although language-related mechanisms have been implicated in the tracking of speech-related auditory-visual signals (e.g., speech sounds and lip movements), it is not well known what sensory mechanisms generally track ongoing auditory-visual synchrony for non-speech signals in a complex auditory-visual environment. To begin to address this question, we used music and visual displays that varied in the dynamics of multiple features (e.g., auditory loudness and pitch; visual luminance, color, size, motion, and organization) across multiple time scales. Auditory activity (monitored using auditory steady-state responses, ASSR) was selectively reduced in the left hemisphere when the music and dynamic visual displays were temporally misaligned. Importantly, ASSR was not affected when attentional engagement with the music was reduced, or when visual displays presented dynamics clearly dissimilar to the music. These results appear to suggest that left-lateralized auditory mechanisms are sensitive to auditory-visual temporal alignment, but perhaps only when the dynamics of auditory and visual streams are similar. These mechanisms may contribute to correct auditory-visual binding in a busy sensory environment. PMID:24194873
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.
Accurately Decoding Visual Information from fMRI Data Obtained in a Realistic Virtual Environment
2015-06-09
Center for Learning and Memory , The University of Texas at Austin, 100 E 24th Street, Stop C7000, Austin, TX 78712, USA afloren@utexas.edu Received: 18...information from fMRI data obtained in a realistic virtual environment. Front. Hum. Neurosci. 9:327. doi: 10.3389/fnhum.2015.00327 Accurately decoding...visual information from fMRI data obtained in a realistic virtual environment Andrew Floren 1*, Bruce Naylor 2, Risto Miikkulainen 3 and David Ress 4
NASA Astrophysics Data System (ADS)
Harris, E.
Planning, Implementation and Optimization of Future Space Missions using an Immersive Visualization Environment (IVE) Machine E. N. Harris, Lockheed Martin Space Systems, Denver, CO and George.W. Morgenthaler, U. of Colorado at Boulder History: A team of 3-D engineering visualization experts at the Lockheed Martin Space Systems Company have developed innovative virtual prototyping simulation solutions for ground processing and real-time visualization of design and planning of aerospace missions over the past 6 years. At the University of Colorado, a team of 3-D visualization experts are developing the science of 3-D visualization and immersive visualization at the newly founded BP Center for Visualization, which began operations in October, 2001. (See IAF/IAA-01-13.2.09, "The Use of 3-D Immersive Visualization Environments (IVEs) to Plan Space Missions," G. A. Dorn and G. W. Morgenthaler.) Progressing from Today's 3-D Engineering Simulations to Tomorrow's 3-D IVE Mission Planning, Simulation and Optimization Techniques: 3-D (IVEs) and visualization simulation tools can be combined for efficient planning and design engineering of future aerospace exploration and commercial missions. This technology is currently being developed and will be demonstrated by Lockheed Martin in the (IVE) at the BP Center using virtual simulation for clearance checks, collision detection, ergonomics and reach-ability analyses to develop fabrication and processing flows for spacecraft and launch vehicle ground support operations and to optimize mission architecture and vehicle design subject to realistic constraints. Demonstrations: Immediate aerospace applications to be demonstrated include developing streamlined processing flows for Reusable Space Transportation Systems and Atlas Launch Vehicle operations and Mars Polar Lander visual work instructions. Long-range goals include future international human and robotic space exploration missions such as the development of a Mars Reconnaissance Orbiter and Lunar Base construction scenarios. Innovative solutions utilizing Immersive Visualization provide the key to streamlining the mission planning and optimizing engineering design phases of future aerospace missions.
2002-01-01
wrappers to other widely used languages, namely TCL/TK, Java, and Python . VTK is very powerful and covers polygonal models and image processing classes and...follows: � Large Data Visualization and Rendering � Information Visualization for Beginners � Rendering and Visualization in Parallel Environments
Estimation of Visual Maps with a Robot Network Equipped with Vision Sensors
Gil, Arturo; Reinoso, Óscar; Ballesta, Mónica; Juliá, Miguel; Payá, Luis
2010-01-01
In this paper we present an approach to the Simultaneous Localization and Mapping (SLAM) problem using a team of autonomous vehicles equipped with vision sensors. The SLAM problem considers the case in which a mobile robot is equipped with a particular sensor, moves along the environment, obtains measurements with its sensors and uses them to construct a model of the space where it evolves. In this paper we focus on the case where several robots, each equipped with its own sensor, are distributed in a network and view the space from different vantage points. In particular, each robot is equipped with a stereo camera that allow the robots to extract visual landmarks and obtain relative measurements to them. We propose an algorithm that uses the measurements obtained by the robots to build a single accurate map of the environment. The map is represented by the three-dimensional position of the visual landmarks. In addition, we consider that each landmark is accompanied by a visual descriptor that encodes its visual appearance. The solution is based on a Rao-Blackwellized particle filter that estimates the paths of the robots and the position of the visual landmarks. The validity of our proposal is demonstrated by means of experiments with a team of real robots in a office-like indoor environment. PMID:22399930
Estimation of visual maps with a robot network equipped with vision sensors.
Gil, Arturo; Reinoso, Óscar; Ballesta, Mónica; Juliá, Miguel; Payá, Luis
2010-01-01
In this paper we present an approach to the Simultaneous Localization and Mapping (SLAM) problem using a team of autonomous vehicles equipped with vision sensors. The SLAM problem considers the case in which a mobile robot is equipped with a particular sensor, moves along the environment, obtains measurements with its sensors and uses them to construct a model of the space where it evolves. In this paper we focus on the case where several robots, each equipped with its own sensor, are distributed in a network and view the space from different vantage points. In particular, each robot is equipped with a stereo camera that allow the robots to extract visual landmarks and obtain relative measurements to them. We propose an algorithm that uses the measurements obtained by the robots to build a single accurate map of the environment. The map is represented by the three-dimensional position of the visual landmarks. In addition, we consider that each landmark is accompanied by a visual descriptor that encodes its visual appearance. The solution is based on a Rao-Blackwellized particle filter that estimates the paths of the robots and the position of the visual landmarks. The validity of our proposal is demonstrated by means of experiments with a team of real robots in a office-like indoor environment.
Electrophysiological measurement of interest during walking in a simulated environment.
Takeda, Yuji; Okuma, Takashi; Kimura, Motohiro; Kurata, Takeshi; Takenaka, Takeshi; Iwaki, Sunao
2014-09-01
A reliable neuroscientific technique for objectively estimating the degree of interest in a real environment is currently required in the research fields of neuroergonomics and neuroeconomics. Toward the development of such a technique, the present study explored electrophysiological measures that reflect an observer's interest in a nearly-real visual environment. Participants were asked to walk through a simulated shopping mall and the attractiveness of the shopping mall was manipulated by opening and closing the shutters of stores. During the walking task, participants were exposed to task-irrelevant auditory probes (two-stimulus oddball sequence). The results showed a smaller P2/early P3a component of task-irrelevant auditory event-related potentials and a larger lambda response of eye-fixation-related potentials in an interesting environment (i.e., open-shutter condition) than in a boring environment (i.e., closed-shutter condition); these findings can be reasonably explained by supposing that participants allocated more attentional resources to visual information in an interesting environment than in a boring environment, and thus residual attentional resources that could be allocated to task-irrelevant auditory probes were reduced. The P2/early P3a component and the lambda response may be useful measures of interest in a real visual environment. Copyright © 2014 Elsevier B.V. All rights reserved.
Rooney, Kevin K.; Condia, Robert J.; Loschky, Lester C.
2017-01-01
Neuroscience has well established that human vision divides into the central and peripheral fields of view. Central vision extends from the point of gaze (where we are looking) out to about 5° of visual angle (the width of one’s fist at arm’s length), while peripheral vision is the vast remainder of the visual field. These visual fields project to the parvo and magno ganglion cells, which process distinctly different types of information from the world around us and project that information to the ventral and dorsal visual streams, respectively. Building on the dorsal/ventral stream dichotomy, we can further distinguish between focal processing of central vision, and ambient processing of peripheral vision. Thus, our visual processing of and attention to objects and scenes depends on how and where these stimuli fall on the retina. The built environment is no exception to these dependencies, specifically in terms of how focal object perception and ambient spatial perception create different types of experiences we have with built environments. We argue that these foundational mechanisms of the eye and the visual stream are limiting parameters of architectural experience. We hypothesize that people experience architecture in two basic ways based on these visual limitations; by intellectually assessing architecture consciously through focal object processing and assessing architecture in terms of atmosphere through pre-conscious ambient spatial processing. Furthermore, these separate ways of processing architectural stimuli operate in parallel throughout the visual perceptual system. Thus, a more comprehensive understanding of architecture must take into account that built environments are stimuli that are treated differently by focal and ambient vision, which enable intellectual analysis of architectural experience versus the experience of architectural atmosphere, respectively. We offer this theoretical model to help advance a more precise understanding of the experience of architecture, which can be tested through future experimentation. (298 words) PMID:28360867
Rooney, Kevin K; Condia, Robert J; Loschky, Lester C
2017-01-01
Neuroscience has well established that human vision divides into the central and peripheral fields of view. Central vision extends from the point of gaze (where we are looking) out to about 5° of visual angle (the width of one's fist at arm's length), while peripheral vision is the vast remainder of the visual field. These visual fields project to the parvo and magno ganglion cells, which process distinctly different types of information from the world around us and project that information to the ventral and dorsal visual streams, respectively. Building on the dorsal/ventral stream dichotomy, we can further distinguish between focal processing of central vision, and ambient processing of peripheral vision. Thus, our visual processing of and attention to objects and scenes depends on how and where these stimuli fall on the retina. The built environment is no exception to these dependencies, specifically in terms of how focal object perception and ambient spatial perception create different types of experiences we have with built environments. We argue that these foundational mechanisms of the eye and the visual stream are limiting parameters of architectural experience. We hypothesize that people experience architecture in two basic ways based on these visual limitations; by intellectually assessing architecture consciously through focal object processing and assessing architecture in terms of atmosphere through pre-conscious ambient spatial processing. Furthermore, these separate ways of processing architectural stimuli operate in parallel throughout the visual perceptual system. Thus, a more comprehensive understanding of architecture must take into account that built environments are stimuli that are treated differently by focal and ambient vision, which enable intellectual analysis of architectural experience versus the experience of architectural atmosphere, respectively. We offer this theoretical model to help advance a more precise understanding of the experience of architecture, which can be tested through future experimentation. (298 words).
Kim, Aram; Zhou, Zixuan; Kretch, Kari S; Finley, James M
2017-07-01
The ability to successfully navigate obstacles in our environment requires integration of visual information about the environment with estimates of our body's state. Previous studies have used partial occlusion of the visual field to explore how information about the body and impending obstacles are integrated to mediate a successful clearance strategy. However, because these manipulations often remove information about both the body and obstacle, it remains to be seen how information about the lower extremities alone is utilized during obstacle crossing. Here, we used an immersive virtual reality (VR) interface to explore how visual feedback of the lower extremities influences obstacle crossing performance. Participants wore a head-mounted display while walking on treadmill and were instructed to step over obstacles in a virtual corridor in four different feedback trials. The trials involved: (1) No visual feedback of the lower extremities, (2) an endpoint-only model, (3) a link-segment model, and (4) a volumetric multi-segment model. We found that the volumetric model improved success rate, placed their trailing foot before crossing and leading foot after crossing more consistently, and placed their leading foot closer to the obstacle after crossing compared to no model. This knowledge is critical for the design of obstacle negotiation tasks in immersive virtual environments as it may provide information about the fidelity necessary to reproduce ecologically valid practice environments.
Novel 3D/VR interactive environment for MD simulations, visualization and analysis.
Doblack, Benjamin N; Allis, Tim; Dávila, Lilian P
2014-12-18
The increasing development of computing (hardware and software) in the last decades has impacted scientific research in many fields including materials science, biology, chemistry and physics among many others. A new computational system for the accurate and fast simulation and 3D/VR visualization of nanostructures is presented here, using the open-source molecular dynamics (MD) computer program LAMMPS. This alternative computational method uses modern graphics processors, NVIDIA CUDA technology and specialized scientific codes to overcome processing speed barriers common to traditional computing methods. In conjunction with a virtual reality system used to model materials, this enhancement allows the addition of accelerated MD simulation capability. The motivation is to provide a novel research environment which simultaneously allows visualization, simulation, modeling and analysis. The research goal is to investigate the structure and properties of inorganic nanostructures (e.g., silica glass nanosprings) under different conditions using this innovative computational system. The work presented outlines a description of the 3D/VR Visualization System and basic components, an overview of important considerations such as the physical environment, details on the setup and use of the novel system, a general procedure for the accelerated MD enhancement, technical information, and relevant remarks. The impact of this work is the creation of a unique computational system combining nanoscale materials simulation, visualization and interactivity in a virtual environment, which is both a research and teaching instrument at UC Merced.
Novel 3D/VR Interactive Environment for MD Simulations, Visualization and Analysis
Doblack, Benjamin N.; Allis, Tim; Dávila, Lilian P.
2014-01-01
The increasing development of computing (hardware and software) in the last decades has impacted scientific research in many fields including materials science, biology, chemistry and physics among many others. A new computational system for the accurate and fast simulation and 3D/VR visualization of nanostructures is presented here, using the open-source molecular dynamics (MD) computer program LAMMPS. This alternative computational method uses modern graphics processors, NVIDIA CUDA technology and specialized scientific codes to overcome processing speed barriers common to traditional computing methods. In conjunction with a virtual reality system used to model materials, this enhancement allows the addition of accelerated MD simulation capability. The motivation is to provide a novel research environment which simultaneously allows visualization, simulation, modeling and analysis. The research goal is to investigate the structure and properties of inorganic nanostructures (e.g., silica glass nanosprings) under different conditions using this innovative computational system. The work presented outlines a description of the 3D/VR Visualization System and basic components, an overview of important considerations such as the physical environment, details on the setup and use of the novel system, a general procedure for the accelerated MD enhancement, technical information, and relevant remarks. The impact of this work is the creation of a unique computational system combining nanoscale materials simulation, visualization and interactivity in a virtual environment, which is both a research and teaching instrument at UC Merced. PMID:25549300
Wayfinding and Glaucoma: A Virtual Reality Experiment.
Daga, Fábio B; Macagno, Eduardo; Stevenson, Cory; Elhosseiny, Ahmed; Diniz-Filho, Alberto; Boer, Erwin R; Schulze, Jürgen; Medeiros, Felipe A
2017-07-01
Wayfinding, the process of determining and following a route between an origin and a destination, is an integral part of everyday tasks. The purpose of this study was to investigate the impact of glaucomatous visual field loss on wayfinding behavior using an immersive virtual reality (VR) environment. This cross-sectional study included 31 glaucomatous patients and 20 healthy subjects without evidence of overall cognitive impairment. Wayfinding experiments were modeled after the Morris water maze navigation task and conducted in an immersive VR environment. Two rooms were built varying only in the complexity of the visual scene in order to promote allocentric-based (room A, with multiple visual cues) versus egocentric-based (room B, with single visual cue) spatial representations of the environment. Wayfinding tasks in each room consisted of revisiting previously visible targets that subsequently became invisible. For room A, glaucoma patients spent on average 35.0 seconds to perform the wayfinding task, whereas healthy subjects spent an average of 24.4 seconds (P = 0.001). For room B, no statistically significant difference was seen on average time to complete the task (26.2 seconds versus 23.4 seconds, respectively; P = 0.514). For room A, each 1-dB worse binocular mean sensitivity was associated with 3.4% (P = 0.001) increase in time to complete the task. Glaucoma patients performed significantly worse on allocentric-based wayfinding tasks conducted in a VR environment, suggesting visual field loss may affect the construction of spatial cognitive maps relevant to successful wayfinding. VR environments may represent a useful approach for assessing functional vision endpoints for clinical trials of emerging therapies in ophthalmology.
Object-Based Visual Attention in 8-Month-Old Infants: Evidence from an Eye-Tracking Study
ERIC Educational Resources Information Center
Bulf, Hermann; Valenza, Eloisa
2013-01-01
Visual attention is one of the infant's primary tools for gathering relevant information from the environment for further processing and learning. The space-based component of visual attention in infants has been widely investigated; however, the object-based component of visual attention has received scarce interest. This scarcity is…
Colouring the Gaps in Learning Design: Aesthetics and the Visual in Learning
ERIC Educational Resources Information Center
Carroll, Fiona; Kop, Rita
2016-01-01
The visual is a dominant mode of information retrieval and understanding however, the focus on the visual dimension of Technology Enhanced Learning (TEL) is still quite weak in relation to its predominant focus on usability. To accommodate the future needs of the visual learner, designers of e-learning environments should advance the current…
A proposed biophysical approach to Visual absorption capability (VAC)
W. C. Yeomans
1979-01-01
In British Columbia, visual analysis is in its formative stages and has only recently been accepted by Government as a resource component, notably within the Resource Analysis Branch, Ministry of Environment. Visual absorption capability (VAC), is an integral factor in visual resource assessment. VAC is examined by the author in the degree to which it relates to...
Application of Frameworks in the Analysis and (Re)design of Interactive Visual Learning Tools
ERIC Educational Resources Information Center
Liang, Hai-Ning; Sedig, Kamran
2009-01-01
Interactive visual learning tools (IVLTs) are software environments that encode and display information visually and allow learners to interact with the visual information. This article examines the application and utility of frameworks in the analysis and design of IVLTs at the micro level. Frameworks play an important role in any design. They…
Streaming Visual Analytics Workshop Report
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cook, Kristin A.; Burtner, Edwin R.; Kritzstein, Brian P.
How can we best enable users to understand complex emerging events and make appropriate assessments from streaming data? This was the central question addressed at a three-day workshop on streaming visual analytics. This workshop was organized by Pacific Northwest National Laboratory for a government sponsor. It brought together forty researchers and subject matter experts from government, industry, and academia. This report summarizes the outcomes from that workshop. It describes elements of the vision for a streaming visual analytic environment and set of important research directions needed to achieve this vision. Streaming data analysis is in many ways the analysis andmore » understanding of change. However, current visual analytics systems usually focus on static data collections, meaning that dynamically changing conditions are not appropriately addressed. The envisioned mixed-initiative streaming visual analytics environment creates a collaboration between the analyst and the system to support the analysis process. It raises the level of discourse from low-level data records to higher-level concepts. The system supports the analyst’s rapid orientation and reorientation as situations change. It provides an environment to support the analyst’s critical thinking. It infers tasks and interests based on the analyst’s interactions. The system works as both an assistant and a devil’s advocate, finding relevant data and alerts as well as considering alternative hypotheses. Finally, the system supports sharing of findings with others. Making such an environment a reality requires research in several areas. The workshop discussions focused on four broad areas: support for critical thinking, visual representation of change, mixed-initiative analysis, and the use of narratives for analysis and communication.« less
Simulation environment and graphical visualization environment: a COPD use-case
2014-01-01
Background Today, many different tools are developed to execute and visualize physiological models that represent the human physiology. Most of these tools run models written in very specific programming languages which in turn simplify the communication among models. Nevertheless, not all of these tools are able to run models written in different programming languages. In addition, interoperability between such models remains an unresolved issue. Results In this paper we present a simulation environment that allows, first, the execution of models developed in different programming languages and second the communication of parameters to interconnect these models. This simulation environment, developed within the Synergy-COPD project, aims at helping and supporting bio-researchers and medical students understand the internal mechanisms of the human body through the use of physiological models. This tool is composed of a graphical visualization environment, which is a web interface through which the user can interact with the models, and a simulation workflow management system composed of a control module and a data warehouse manager. The control module monitors the correct functioning of the whole system. The data warehouse manager is responsible for managing the stored information and supporting its flow among the different modules. This simulation environment has been validated with the integration of three models: two deterministic, i.e. based on linear and differential equations, and one probabilistic, i.e., based on probability theory. These models have been selected based on the disease under study in this project, i.e., chronic obstructive pulmonary disease. Conclusion It has been proved that the simulation environment presented here allows the user to research and study the internal mechanisms of the human physiology by the use of models via a graphical visualization environment. A new tool for bio-researchers is ready for deployment in various use cases scenarios. PMID:25471327
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 ...
Using Augmented Reality and Virtual Environments in Historic Places to Scaffold Historical Empathy
ERIC Educational Resources Information Center
Sweeney, Sara K.; Newbill, Phyllis; Ogle, Todd; Terry, Krista
2018-01-01
The authors explore how 3D visualizations of historical sites can be used as pedagogical tools to support historical empathy. They provide three visualizations created by a team at Virginia Tech as examples. They discuss virtual environments and how the digital restoration process is applied. They also define historical empathy, explain why it is…
ERIC Educational Resources Information Center
Dori, Yehudit J.; Sasson, Irit
2008-01-01
The case-based computerized laboratory (CCL) is a chemistry learning environment that integrates computerized experiments with emphasis on scientific inquiry and comprehension of case studies. The research objective was to investigate chemical understanding and graphing skills of high school honors students via bidirectional visual and textual…
ERIC Educational Resources Information Center
Lorenzo, Gonzalo; Pomares, Jorge; Lledo, Asuncion
2013-01-01
This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality…
High Resolution Visualization Applied to Future Heavy Airlift Concept Development and Evaluation
NASA Technical Reports Server (NTRS)
FordCook, A. B.; King, T.
2012-01-01
This paper explores the use of high resolution 3D visualization tools for exploring the feasibility and advantages of future military cargo airlift concepts and evaluating compatibility with existing and future payload requirements. Realistic 3D graphic representations of future airlifters are immersed in rich, supporting environments to demonstrate concepts of operations to key personnel for evaluation, feedback, and development of critical joint support. Accurate concept visualizations are reviewed by commanders, platform developers, loadmasters, soldiers, scientists, engineers, and key principal decision makers at various stages of development. The insight gained through the review of these physically and operationally realistic visualizations is essential to refining design concepts to meet competing requirements in a fiscally conservative defense finance environment. In addition, highly accurate 3D geometric models of existing and evolving large military vehicles are loaded into existing and proposed aircraft cargo bays. In this virtual aircraft test-loading environment, materiel developers, engineers, managers, and soldiers can realistically evaluate the compatibility of current and next-generation airlifters with proposed cargo.
Supranormal orientation selectivity of visual neurons in orientation-restricted animals.
Sasaki, Kota S; Kimura, Rui; Ninomiya, Taihei; Tabuchi, Yuka; Tanaka, Hiroki; Fukui, Masayuki; Asada, Yusuke C; Arai, Toshiya; Inagaki, Mikio; Nakazono, Takayuki; Baba, Mika; Kato, Daisuke; Nishimoto, Shinji; Sanada, Takahisa M; Tani, Toshiki; Imamura, Kazuyuki; Tanaka, Shigeru; Ohzawa, Izumi
2015-11-16
Altered sensory experience in early life often leads to remarkable adaptations so that humans and animals can make the best use of the available information in a particular environment. By restricting visual input to a limited range of orientations in young animals, this investigation shows that stimulus selectivity, e.g., the sharpness of tuning of single neurons in the primary visual cortex, is modified to match a particular environment. Specifically, neurons tuned to an experienced orientation in orientation-restricted animals show sharper orientation tuning than neurons in normal animals, whereas the opposite was true for neurons tuned to non-experienced orientations. This sharpened tuning appears to be due to elongated receptive fields. Our results demonstrate that restricted sensory experiences can sculpt the supranormal functions of single neurons tailored for a particular environment. The above findings, in addition to the minimal population response to orientations close to the experienced one, agree with the predictions of a sparse coding hypothesis in which information is represented efficiently by a small number of activated neurons. This suggests that early brain areas adopt an efficient strategy for coding information even when animals are raised in a severely limited visual environment where sensory inputs have an unnatural statistical structure.
Supranormal orientation selectivity of visual neurons in orientation-restricted animals
Sasaki, Kota S.; Kimura, Rui; Ninomiya, Taihei; Tabuchi, Yuka; Tanaka, Hiroki; Fukui, Masayuki; Asada, Yusuke C.; Arai, Toshiya; Inagaki, Mikio; Nakazono, Takayuki; Baba, Mika; Kato, Daisuke; Nishimoto, Shinji; Sanada, Takahisa M.; Tani, Toshiki; Imamura, Kazuyuki; Tanaka, Shigeru; Ohzawa, Izumi
2015-01-01
Altered sensory experience in early life often leads to remarkable adaptations so that humans and animals can make the best use of the available information in a particular environment. By restricting visual input to a limited range of orientations in young animals, this investigation shows that stimulus selectivity, e.g., the sharpness of tuning of single neurons in the primary visual cortex, is modified to match a particular environment. Specifically, neurons tuned to an experienced orientation in orientation-restricted animals show sharper orientation tuning than neurons in normal animals, whereas the opposite was true for neurons tuned to non-experienced orientations. This sharpened tuning appears to be due to elongated receptive fields. Our results demonstrate that restricted sensory experiences can sculpt the supranormal functions of single neurons tailored for a particular environment. The above findings, in addition to the minimal population response to orientations close to the experienced one, agree with the predictions of a sparse coding hypothesis in which information is represented efficiently by a small number of activated neurons. This suggests that early brain areas adopt an efficient strategy for coding information even when animals are raised in a severely limited visual environment where sensory inputs have an unnatural statistical structure. PMID:26567927
Tcheang, Lili; Bülthoff, Heinrich H.; Burgess, Neil
2011-01-01
Our ability to return to the start of a route recently performed in darkness is thought to reflect path integration of motion-related information. Here we provide evidence that motion-related interoceptive representations (proprioceptive, vestibular, and motor efference copy) combine with visual representations to form a single multimodal representation guiding navigation. We used immersive virtual reality to decouple visual input from motion-related interoception by manipulating the rotation or translation gain of the visual projection. First, participants walked an outbound path with both visual and interoceptive input, and returned to the start in darkness, demonstrating the influences of both visual and interoceptive information in a virtual reality environment. Next, participants adapted to visual rotation gains in the virtual environment, and then performed the path integration task entirely in darkness. Our findings were accurately predicted by a quantitative model in which visual and interoceptive inputs combine into a single multimodal representation guiding navigation, and are incompatible with a model of separate visual and interoceptive influences on action (in which path integration in darkness must rely solely on interoceptive representations). Overall, our findings suggest that a combined multimodal representation guides large-scale navigation, consistent with a role for visual imagery or a cognitive map. PMID:21199934
Spatial vision in older adults: perceptual changes and neural bases.
McKendrick, Allison M; Chan, Yu Man; Nguyen, Bao N
2018-05-17
The number of older adults is rapidly increasing internationally, leading to a significant increase in research on how healthy ageing impacts vision. Most clinical assessments of spatial vision involve simple detection (letter acuity, grating contrast sensitivity, perimetry). However, most natural visual environments are more spatially complicated, requiring contrast discrimination, and the delineation of object boundaries and contours, which are typically present on non-uniform backgrounds. In this review we discuss recent research that reports on the effects of normal ageing on these more complex visual functions, specifically in the context of recent neurophysiological studies. Recent research has concentrated on understanding the effects of healthy ageing on neural responses within the visual pathway in animal models. Such neurophysiological research has led to numerous, subsequently tested, hypotheses regarding the likely impact of healthy human ageing on specific aspects of spatial vision. Healthy normal ageing impacts significantly on spatial visual information processing from the retina through to visual cortex. Some human data validates that obtained from studies of animal physiology, however some findings indicate that rethinking of presumed neural substrates is required. Notably, not all spatial visual processes are altered by age. Healthy normal ageing impacts significantly on some spatial visual processes (in particular centre-surround tasks), but leaves contrast discrimination, contrast adaptation, and orientation discrimination relatively intact. The study of older adult vision contributes to knowledge of the brain mechanisms altered by the ageing process, can provide practical information regarding visual environments that older adults may find challenging, and may lead to new methods of assessing visual performance in clinical environments. © 2018 The Authors Ophthalmic & Physiological Optics © 2018 The College of Optometrists.
Degraded visual environment image/video quality metrics
NASA Astrophysics Data System (ADS)
Baumgartner, Dustin D.; Brown, Jeremy B.; Jacobs, Eddie L.; Schachter, Bruce J.
2014-06-01
A number of image quality metrics (IQMs) and video quality metrics (VQMs) have been proposed in the literature for evaluating techniques and systems for mitigating degraded visual environments. Some require both pristine and corrupted imagery. Others require patterned target boards in the scene. None of these metrics relates well to the task of landing a helicopter in conditions such as a brownout dust cloud. We have developed and used a variety of IQMs and VQMs related to the pilot's ability to detect hazards in the scene and to maintain situational awareness. Some of these metrics can be made agnostic to sensor type. Not only are the metrics suitable for evaluating algorithm and sensor variation, they are also suitable for choosing the most cost effective solution to improve operating conditions in degraded visual environments.
NASA Technical Reports Server (NTRS)
Ellis, S. R.; Adelstein, B. D.; Baumeler, S.; Jense, G. J.; Jacoby, R. H.; Trejo, Leonard (Technical Monitor)
1998-01-01
Several common defects that we have sought to minimize in immersing virtual environments are: static sensor spatial distortion, visual latency, and low update rates. Human performance within our environments during large amplitude 3D tracking was assessed by objective and subjective methods in the presence and absence of these defects. Results show that 1) removal of our relatively small spatial sensor distortion had minor effects on the tracking activity, 2) an Adapted Cooper-Harper controllability scale proved the most sensitive subjective indicator of the degradation of dynamic fidelity caused by increasing latency and decreasing frame rates, and 3) performance, as measured by normalized RMS tracking error or subjective impressions, was more markedly influenced by changing visual latency than by update rate.
Fisher, Anna V; Godwin, Karrie E; Seltman, Howard
2014-07-01
A large body of evidence supports the importance of focused attention for encoding and task performance. Yet young children with immature regulation of focused attention are often placed in elementary-school classrooms containing many displays that are not relevant to ongoing instruction. We investigated whether such displays can affect children's ability to maintain focused attention during instruction and to learn the lesson content. We placed kindergarten children in a laboratory classroom for six introductory science lessons, and we experimentally manipulated the visual environment in the classroom. Children were more distracted by the visual environment, spent more time off task, and demonstrated smaller learning gains when the walls were highly decorated than when the decorations were removed. © The Author(s) 2014.
Influence of Immersive Human Scale Architectural Representation on Design Judgment
NASA Astrophysics Data System (ADS)
Elder, Rebecca L.
Unrealistic visual representation of architecture within our existing environments have lost all reference to the human senses. As a design tool, visual and auditory stimuli can be utilized to determine human's perception of design. This experiment renders varying building inputs within different sites, simulated with corresponding immersive visual and audio sensory cues. Introducing audio has been proven to influence the way a person perceives a space, yet most inhabitants rely strictly on their sense of vision to make design judgments. Though not as apparent, users prefer spaces that have a better quality of sound and comfort. Through a series of questions, we can begin to analyze whether a design is fit for both an acoustic and visual environment.
Lourens, Heidi; Swartz, Leslie
Although previous literature sheds light on the experiences of visually impaired students on tertiary grounds, these studies failed to provide an embodied understanding of their lives. In-depth interviews with 15 visually impaired students at one university demonstrated the ways in which they experienced their disability and the built environment in their bodies. At the same time, lost, fearful, shameful and aching bodies revealed prevailing gaps in provision for disabled students. Through this research it becomes clear how the environment is acutely felt within fleshly worlds, while bodies do not fail to tell of disabling societal structures. Based on the bodily stories, we thus make recommendations to improve the lives of visually impaired students on tertiary campuses.
Lourens, Heidi; Swartz, Leslie
2016-01-01
Although previous literature sheds light on the experiences of visually impaired students on tertiary grounds, these studies failed to provide an embodied understanding of their lives. In-depth interviews with 15 visually impaired students at one university demonstrated the ways in which they experienced their disability and the built environment in their bodies. At the same time, lost, fearful, shameful and aching bodies revealed prevailing gaps in provision for disabled students. Through this research it becomes clear how the environment is acutely felt within fleshly worlds, while bodies do not fail to tell of disabling societal structures. Based on the bodily stories, we thus make recommendations to improve the lives of visually impaired students on tertiary campuses. PMID:27917028
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.
NASA Astrophysics Data System (ADS)
Demir, I.
2015-12-01
Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. This presentation showcase information communication interfaces, games, and virtual and immersive reality applications for supporting teaching and learning of concepts in atmospheric and hydrological sciences. The information communication platforms utilizes latest web technologies and allow accessing and visualizing large scale data on the web. The simulation system is a web-based 3D interactive learning environment for teaching hydrological and atmospheric processes and concepts. The simulation systems provides a visually striking platform with realistic terrain and weather information, and water simulation. The web-based simulation system provides an environment for students to learn about the earth science processes, and effects of development and human activity on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users.
Subtle changes in the landmark panorama disrupt visual navigation in a nocturnal bull ant
2017-01-01
The ability of ants to navigate when the visual landmark information is altered has often been tested by creating large and artificial discrepancies in their visual environment. Here, we had an opportunity to slightly modify the natural visual environment around the nest of the nocturnal bull ant Myrmecia pyriformis. We achieved this by felling three dead trees, two located along the typical route followed by the foragers of that particular nest and one in a direction perpendicular to their foraging direction. An image difference analysis showed that the change in the overall panorama following the removal of these trees was relatively little. We filmed the behaviour of ants close to the nest and tracked their entire paths, both before and after the trees were removed. We found that immediately after the trees were removed, ants walked slower and were less directed. Their foraging success decreased and they looked around more, including turning back to look towards the nest. We document how their behaviour changed over subsequent nights and discuss how the ants may detect and respond to a modified visual environment in the evening twilight period. This article is part of the themed issue ‘Vision in dim light’. PMID:28193813
Scaffolding Learning from Molecular Visualizations
ERIC Educational Resources Information Center
Chang, Hsin-Yi; Linn, Marcia C.
2013-01-01
Powerful online visualizations can make unobservable scientific phenomena visible and improve student understanding. Instead, they often confuse or mislead students. To clarify the impact of molecular visualizations for middle school students we explored three design variations implemented in a Web-based Inquiry Science Environment (WISE) unit on…
Hwang, Yoon Min; Lee, Kun Chang
2017-07-01
Despite a strong shift to mobile shopping trends, many in-depth questions about mobile shoppers' visual behaviors in mobile shopping environments remain unaddressed. This study aims to answer two challenging research questions (RQs): (a) how much does shopping motivation like goal orientation and recreation influence mobile shoppers' visual behavior toward displays of shopping information on a mobile shopping screen and (b) how much of mobile shoppers' visual behavior influences their purchase intention for the products displayed on a mobile shopping screen? An eye-tracking approach is adopted to answer the RQs empirically. The experimental results showed that goal-oriented shoppers paid closer attention to products' information areas to meet their shopping goals. Their purchase intention was positively influenced by their visual attention to the two areas of interest such as product information and consumer opinions. In contrast, recreational shoppers tended to visually fixate on the promotion area, which positively influences their purchase intention. The results contribute to understanding mobile shoppers' visual behaviors and shopping intentions from the perspective of mindset theory.
NASA Astrophysics Data System (ADS)
Liu, Shuai; Chen, Ge; Yao, Shifeng; Tian, Fenglin; Liu, Wei
2017-07-01
This paper presents a novel integrated marine visualization framework which focuses on processing, analyzing the multi-dimension spatiotemporal marine data in one workflow. Effective marine data visualization is needed in terms of extracting useful patterns, recognizing changes, and understanding physical processes in oceanography researches. However, the multi-source, multi-format, multi-dimension characteristics of marine data pose a challenge for interactive and feasible (timely) marine data analysis and visualization in one workflow. And, global multi-resolution virtual terrain environment is also needed to give oceanographers and the public a real geographic background reference and to help them to identify the geographical variation of ocean phenomena. This paper introduces a data integration and processing method to efficiently visualize and analyze the heterogeneous marine data. Based on the data we processed, several GPU-based visualization methods are explored to interactively demonstrate marine data. GPU-tessellated global terrain rendering using ETOPO1 data is realized and the video memory usage is controlled to ensure high efficiency. A modified ray-casting algorithm for the uneven multi-section Argo volume data is also presented and the transfer function is designed to analyze the 3D structure of ocean phenomena. Based on the framework we designed, an integrated visualization system is realized. The effectiveness and efficiency of the framework is demonstrated. This system is expected to make a significant contribution to the demonstration and understanding of marine physical process in a virtual global environment.
AH-64 IHADSS aviator vision experiences in Operation Iraqi Freedom
NASA Astrophysics Data System (ADS)
Hiatt, Keith L.; Rash, Clarence E.; Harris, Eric S.; McGilberry, William H.
2004-09-01
Forty AH-64 Apache aviators representing a total of 8564 flight hours and 2260 combat hours during Operation Iraqi Freedom and its aftermath were surveyed for their visual experiences with the AH-64's monocular Integrated Helmet and Display Sighting System (IHADSS) helmet-mounted display in a combat environment. A major objective of this study was to determine if the frequencies of reports of visual complaints and illusions reported in the previous studies, addressing mostly benign training environments, differ in the more stressful combat environments. The most frequently reported visual complaints, both while and after flying, were visual discomfort and headache, which is consistent with previous studies. Frequencies of complaints after flying in the current study were numerically lower for all complaint types, but differences from previous studies are statistically significant only for visual discomfort and disorientation (vertigo). With the exception of "brownout/whiteout," reports of degraded visual cues in the current study were numerically lower for all types, but statistically significant only for impaired depth perception, decreased field of view, and inadvertent instrumental meteorological conditions. This study also found statistically lower reports of all static and dynamic illusions (with one exception, disorientation). This important finding is attributed to the generally flat and featureless geography present in a large portion of the Iraqi theater and to the shift in the way that the aviators use the two disparate visual inputs presented by the IHADSS monocular design (i.e., greater use of both eyes as opposed to concentrating primarily on display imagery).
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.
Real-time recording and classification of eye movements in an immersive virtual environment.
Diaz, Gabriel; Cooper, Joseph; Kit, Dmitry; Hayhoe, Mary
2013-10-10
Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at http://sourceforge.net/p/utdvrlibraries/. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements.
Real-time recording and classification of eye movements in an immersive virtual environment
Diaz, Gabriel; Cooper, Joseph; Kit, Dmitry; Hayhoe, Mary
2013-01-01
Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at http://sourceforge.net/p/utdvrlibraries/. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements. PMID:24113087
Explore the virtual side of earth science
,
1998-01-01
Scientists have always struggled to find an appropriate technology that could represent three-dimensional (3-D) data, facilitate dynamic analysis, and encourage on-the-fly interactivity. In the recent past, scientific visualization has increased the scientist's ability to visualize information, but it has not provided the interactive environment necessary for rapidly changing the model or for viewing the model in ways not predetermined by the visualization specialist. Virtual Reality Modeling Language (VRML 2.0) is a new environment for visualizing 3-D information spaces and is accessible through the Internet with current browser technologies. Researchers from the U.S. Geological Survey (USGS) are using VRML as a scientific visualization tool to help convey complex scientific concepts to various audiences. Kevin W. Laurent, computer scientist, and Maura J. Hogan, technical information specialist, have created a collection of VRML models available through the Internet at Virtual Earth Science (virtual.er.usgs.gov).
A component-based software environment for visualizing large macromolecular assemblies.
Sanner, Michel F
2005-03-01
The interactive visualization of large biological assemblies poses a number of challenging problems, including the development of multiresolution representations and new interaction methods for navigating and analyzing these complex systems. An additional challenge is the development of flexible software environments that will facilitate the integration and interoperation of computational models and techniques from a wide variety of scientific disciplines. In this paper, we present a component-based software development strategy centered on the high-level, object-oriented, interpretive programming language: Python. We present several software components, discuss their integration, and describe some of their features that are relevant to the visualization of large molecular assemblies. Several examples are given to illustrate the interoperation of these software components and the integration of structural data from a variety of experimental sources. These examples illustrate how combining visual programming with component-based software development facilitates the rapid prototyping of novel visualization tools.
Milford Visual Communications Project.
ERIC Educational Resources Information Center
Milford Exempted Village Schools, OH.
This study discusses a visual communications project designed to develop activities to promote visual literacy at the elementary and secondary school levels. The project has four phases: (1) perception of basic forms in the environment, what these forms represent, and how they inter-relate; (2) discovery and communication of more complex…
ERIC Educational Resources Information Center
Brisco, Nicole
2011-01-01
Build, create, make, blog, develop, organize, structure, perform. These are just a few verbs that illustrate the visual world. These words create images that allow students to respond to their environment. Visual culture studies recognize the predominance of visual forms of media, communication, and information in the postmodern world. This…
NASA Astrophysics Data System (ADS)
Martínez, Fredy; Martínez, Fernando; Jacinto, Edwar
2017-02-01
In this paper we propose an on-line motion planning strategy for autonomous robots in dynamic and locally observable environments. In this approach, we first visually identify geometric shapes in the environment by filtering images. Then, an ART-2 network is used to establish the similarity between patterns. The proposed algorithm allows that a robot establish its relative location in the environment, and define its navigation path based on images of the environment and its similarity to reference images. This is an efficient and minimalist method that uses the similarity of landmark view patterns to navigate to the desired destination. Laboratory tests on real prototypes demonstrate the performance of the algorithm.
Zhang, Lelin; Chi, Yu Mike; Edelstein, Eve; Schulze, Jurgen; Gramann, Klaus; Velasquez, Alvaro; Cauwenberghs, Gert; Macagno, Eduardo
2010-01-01
Wireless physiological/neurological monitoring in virtual reality (VR) offers a unique opportunity for unobtrusively quantifying human responses to precisely controlled and readily modulated VR representations of health care environments. Here we present such a wireless, light-weight head-mounted system for measuring electrooculogram (EOG) and electroencephalogram (EEG) activity in human subjects interacting with and navigating in the Calit2 StarCAVE, a five-sided immersive 3-D visualization VR environment. The system can be easily expanded to include other measurements, such as cardiac activity and galvanic skin responses. We demonstrate the capacity of the system to track focus of gaze in 3-D and report a novel calibration procedure for estimating eye movements from responses to the presentation of a set of dynamic visual cues in the StarCAVE. We discuss cyber and clinical applications that include a 3-D cursor for visual navigation in VR interactive environments, and the monitoring of neurological and ocular dysfunction in vision/attention disorders.
Visual attention for a desktop virtual environment with ambient scent
Toet, Alexander; van Schaik, Martin G.
2013-01-01
In the current study participants explored a desktop virtual environment (VE) representing a suburban neighborhood with signs of public disorder (neglect, vandalism, and crime), while being exposed to either room air (control group), or subliminal levels of tar (unpleasant; typically associated with burned or waste material) or freshly cut grass (pleasant; typically associated with natural or fresh material) ambient odor. They reported all signs of disorder they noticed during their walk together with their associated emotional response. Based on recent evidence that odors reflexively direct visual attention to (either semantically or affectively) congruent visual objects, we hypothesized that participants would notice more signs of disorder in the presence of ambient tar odor (since this odor may bias attention to unpleasant and negative features), and less signs of disorder in the presence of ambient grass odor (since this odor may bias visual attention toward the vegetation in the environment and away from the signs of disorder). Contrary to our expectations the results provide no indication that the presence of an ambient odor affected the participants’ visual attention for signs of disorder or their emotional response. However, the paradigm used in present study does not allow us to draw any conclusions in this respect. We conclude that a closer affective, semantic, or spatiotemporal link between the contents of a desktop VE and ambient scents may be required to effectively establish diagnostic associations that guide a user’s attention. In the absence of these direct links, ambient scent may be more diagnostic for the physical environment of the observer as a whole than for the particular items in that environment (or, in this case, items represented in the VE). PMID:24324453
Integration and visualization of systems biology data in context of the genome
2010-01-01
Background High-density tiling arrays and new sequencing technologies are generating rapidly increasing volumes of transcriptome and protein-DNA interaction data. Visualization and exploration of this data is critical to understanding the regulatory logic encoded in the genome by which the cell dynamically affects its physiology and interacts with its environment. Results The Gaggle Genome Browser is a cross-platform desktop program for interactively visualizing high-throughput data in the context of the genome. Important features include dynamic panning and zooming, keyword search and open interoperability through the Gaggle framework. Users may bookmark locations on the genome with descriptive annotations and share these bookmarks with other users. The program handles large sets of user-generated data using an in-process database and leverages the facilities of SQL and the R environment for importing and manipulating data. A key aspect of the Gaggle Genome Browser is interoperability. By connecting to the Gaggle framework, the genome browser joins a suite of interconnected bioinformatics tools for analysis and visualization with connectivity to major public repositories of sequences, interactions and pathways. To this flexible environment for exploring and combining data, the Gaggle Genome Browser adds the ability to visualize diverse types of data in relation to its coordinates on the genome. Conclusions Genomic coordinates function as a common key by which disparate biological data types can be related to one another. In the Gaggle Genome Browser, heterogeneous data are joined by their location on the genome to create information-rich visualizations yielding insight into genome organization, transcription and its regulation and, ultimately, a better understanding of the mechanisms that enable the cell to dynamically respond to its environment. PMID:20642854
Peripheral Processing Facilitates Optic Flow-Based Depth Perception
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
Are Spatial Visualization Abilities Relevant to Virtual Reality?
ERIC Educational Resources Information Center
Chen, Chwen Jen
2006-01-01
This study aims to investigate the effects of virtual reality (VR)-based learning environment on learners of different spatial visualization abilities. The findings of the aptitude-by-treatment interaction study have shown that learners benefit most from the Guided VR mode, irrespective of their spatial visualization abilities. This indicates that…
40 CFR 202.22 - Visual exhaust system inspection.
Code of Federal Regulations, 2013 CFR
2013-07-01
... 40 Protection of Environment 26 2013-07-01 2013-07-01 false Visual exhaust system inspection. 202... Standards § 202.22 Visual exhaust system inspection. No motor carrier subject to these regulations shall operate any motor vehicle of a type to which this regulation is applicable unless the exhaust system of...
40 CFR 202.22 - Visual exhaust system inspection.
Code of Federal Regulations, 2012 CFR
2012-07-01
... 40 Protection of Environment 26 2012-07-01 2011-07-01 true Visual exhaust system inspection. 202... Standards § 202.22 Visual exhaust system inspection. No motor carrier subject to these regulations shall operate any motor vehicle of a type to which this regulation is applicable unless the exhaust system of...
40 CFR 202.22 - Visual exhaust system inspection.
Code of Federal Regulations, 2011 CFR
2011-07-01
... 40 Protection of Environment 25 2011-07-01 2011-07-01 false Visual exhaust system inspection. 202... Standards § 202.22 Visual exhaust system inspection. No motor carrier subject to these regulations shall operate any motor vehicle of a type to which this regulation is applicable unless the exhaust system of...
Visual Literacy and the Content Classroom: A Question of Now, Not when
ERIC Educational Resources Information Center
Flynt, E. Sutton; Brozo, William
2010-01-01
Since students are continually influenced by the visual culture surrounding them, content teachers should take steps to capitalize on the potential of instructional and communication technologies (ICT) to enhance their effectiveness. The article discusses the importance of integrating visual literacy and identifies the teaching environment needed…
Conducting a wildland visual resources inventory
James F. Palmer
1979-01-01
This paper describes a procedure for systematically inventorying the visual resources of wildland environments. Visual attributes are recorded photographically using two separate sampling methods: one based on professional judgment and the other on random selection. The location and description of each inventoried scene are recorded on U.S. Geological Survey...
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.
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.
Modeling Efficient Serial Visual Search
2012-08-01
parafovea size) to explore the parameter space associated with serial search efficiency. Visual search as a paradigm has been studied meticulously for...continues (Over, Hooge , Vlaskamp, & Erkelens, 2007). Over et al. (2007) found that participants initially attended to general properties of the search environ...the efficiency of human serial visual search. There were three parameters that were manipulated in the modeling of the visual search process in this
Understanding Soldier Robot Teams in Virtual Environments
2006-06-01
often with Verbal only communication than the Verbal plus Visual communication . This was mainly attributed to the fact that the transmitted images...performance. Participants ranked every Verbal plus Visual communication conditions higher than any Verbal only communication condition. Finally, there were...UV and RM locations. Communication was either verbal only (either FF or via radio, depending on the location) or verbal plus visual. When visual
NASA Astrophysics Data System (ADS)
Wolf, Ivo; Nolden, Marco; Schwarz, Tobias; Meinzer, Hans-Peter
2010-02-01
The Medical Imaging Interaction Toolkit (MITK) and the eXtensible Imaging Platform (XIP) both aim at facilitating the development of medical imaging applications, but provide support on different levels. MITK offers support from the toolkit level, whereas XIP comes with a visual programming environment. XIP is strongly based on Open Inventor. Open Inventor with its scene graph-based rendering paradigm was not specifically designed for medical imaging, but focuses on creating dedicated visualizations. MITK has a visualization concept with a model-view-controller like design that assists in implementing multiple, consistent views on the same data, which is typically required in medical imaging. In addition, MITK defines a unified means of describing position, orientation, bounds, and (if required) local deformation of data and views, supporting e.g. images acquired with gantry tilt and curved reformations. The actual rendering is largely delegated to the Visualization Toolkit (VTK). This paper presents an approach of how to integrate the visualization concept of MITK with XIP, especially into the XIP-Builder. This is a first step of combining the advantages of both platforms. It enables experimenting with algorithms in the XIP visual programming environment without requiring a detailed understanding of Open Inventor. Using MITK-based add-ons to XIP, any number of data objects (images, surfaces, etc.) produced by algorithms can simply be added to an MITK DataStorage object and rendered into any number of slice-based (2D) or 3D views. Both MITK and XIP are open-source C++ platforms. The extensions presented in this paper will be available from www.mitk.org.
Simplification of Visual Rendering in Simulated Prosthetic Vision Facilitates Navigation.
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.
Use of cues in virtual reality depends on visual feedback.
Fulvio, Jacqueline M; Rokers, Bas
2017-11-22
3D motion perception is of central importance to daily life. However, when tested in laboratory settings, sensitivity to 3D motion signals is found to be poor, leading to the view that heuristics and prior assumptions are critical for 3D motion perception. Here we explore an alternative: sensitivity to 3D motion signals is context-dependent and must be learned based on explicit visual feedback in novel environments. The need for action-contingent visual feedback is well-established in the developmental literature. For example, young kittens that are passively moved through an environment, but unable to move through it themselves, fail to develop accurate depth perception. We find that these principles also obtain in adult human perception. Observers that do not experience visual consequences of their actions fail to develop accurate 3D motion perception in a virtual reality environment, even after prolonged exposure. By contrast, observers that experience the consequences of their actions improve performance based on available sensory cues to 3D motion. Specifically, we find that observers learn to exploit the small motion parallax cues provided by head jitter. Our findings advance understanding of human 3D motion processing and form a foundation for future study of perception in virtual and natural 3D environments.
Model of rhythmic ball bouncing using a visually controlled neural oscillator.
Avrin, Guillaume; Siegler, Isabelle A; Makarov, Maria; Rodriguez-Ayerbe, Pedro
2017-10-01
The present paper investigates the sensory-driven modulations of central pattern generator dynamics that can be expected to reproduce human behavior during rhythmic hybrid tasks. We propose a theoretical model of human sensorimotor behavior able to account for the observed data from the ball-bouncing task. The novel control architecture is composed of a Matsuoka neural oscillator coupled with the environment through visual sensory feedback. The architecture's ability to reproduce human-like performance during the ball-bouncing task in the presence of perturbations is quantified by comparison of simulated and recorded trials. The results suggest that human visual control of the task is achieved online. The adaptive behavior is made possible by a parametric and state control of the limit cycle emerging from the interaction of the rhythmic pattern generator, the musculoskeletal system, and the environment. NEW & NOTEWORTHY The study demonstrates that a behavioral model based on a neural oscillator controlled by visual information is able to accurately reproduce human modulations in a motor action with respect to sensory information during the rhythmic ball-bouncing task. The model attractor dynamics emerging from the interaction between the neuromusculoskeletal system and the environment met task requirements, environmental constraints, and human behavioral choices without relying on movement planning and explicit internal models of the environment. Copyright © 2017 the American Physiological Society.
Honeybees in a virtual reality environment learn unique combinations of colour and shape.
Rusch, Claire; Roth, Eatai; Vinauger, Clément; Riffell, Jeffrey A
2017-10-01
Honeybees are well-known models for the study of visual learning and memory. Whereas most of our knowledge of learned responses comes from experiments using free-flying bees, a tethered preparation would allow fine-scale control of the visual stimuli as well as accurate characterization of the learned responses. Unfortunately, conditioning procedures using visual stimuli in tethered bees have been limited in their efficacy. In this study, using a novel virtual reality environment and a differential training protocol in tethered walking bees, we show that the majority of honeybees learn visual stimuli, and need only six paired training trials to learn the stimulus. We found that bees readily learn visual stimuli that differ in both shape and colour. However, bees learn certain components over others (colour versus shape), and visual stimuli are learned in a non-additive manner with the interaction of specific colour and shape combinations being crucial for learned responses. To better understand which components of the visual stimuli the bees learned, the shape-colour association of the stimuli was reversed either during or after training. Results showed that maintaining the visual stimuli in training and testing phases was necessary to elicit visual learning, suggesting that bees learn multiple components of the visual stimuli. Together, our results demonstrate a protocol for visual learning in restrained bees that provides a powerful tool for understanding how components of a visual stimulus elicit learned responses as well as elucidating how visual information is processed in the honeybee brain. © 2017. Published by The Company of Biologists Ltd.
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.
Three-dimensional imaging in degraded visual field
NASA Astrophysics Data System (ADS)
Oran, A.; Ozharar, S.; Ozdur, I.
2016-04-01
Imaging at degraded visual environments is one of the biggest challenges in today’s imaging technologies. Especially military and commercial rotary wing aviation is suffering from impaired visual field in sandy, dusty, marine and snowy environments. For example during landing the rotor churns up the particles and creates dense clouds of highly scattering medium, which limits the vision of the pilot and may result in an uncontrolled landing. The vision in such environments is limited because of the high ratio of scattered photons over the ballistic photons which have the image information. We propose to use optical spatial filtering (OSF) method in order to eliminate the scattered photons and only collect the ballistic photons at the receiver. OSF is widely used in microscopy, to the best of our knowledge this will be the first application of OSF for macroscopic imaging. Our experimental results show that most of the scattered photons are eliminated using the spatial filtering in a highly scattering impaired visual field. The results are compared with a standard broad area photo detector which shows the effectiveness of spatial filtering.
Jiang, Yanhua; Xiong, Guangming; Chen, Huiyan; Lee, Dah-Jye
2014-01-01
This paper presents a monocular visual odometry algorithm that incorporates a wheeled vehicle model for ground vehicles. The main innovation of this algorithm is to use the single-track bicycle model to interpret the relationship between the yaw rate and side slip angle, which are the two most important parameters that describe the motion of a wheeled vehicle. Additionally, the pitch angle is also considered since the planar-motion hypothesis often fails due to the dynamic characteristics of wheel suspensions and tires in real-world environments. Linearization is used to calculate a closed-form solution of the motion parameters that works as a hypothesis generator in a RAndom SAmple Consensus (RANSAC) scheme to reduce the complexity in solving equations involving trigonometric. All inliers found are used to refine the winner solution through minimizing the reprojection error. Finally, the algorithm is applied to real-time on-board visual localization applications. Its performance is evaluated by comparing against the state-of-the-art monocular visual odometry methods using both synthetic data and publicly available datasets over several kilometers in dynamic outdoor environments. PMID:25256109
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
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.
The Cooperate Assistive Teamwork Environment for Software Description Languages.
Groenda, Henning; Seifermann, Stephan; Müller, Karin; Jaworek, Gerhard
2015-01-01
Versatile description languages such as the Unified Modeling Language (UML) are commonly used in software engineering across different application domains in theory and practice. They often use graphical notations and leverage visual memory for expressing complex relations. Those notations are hard to access for people with visual impairment and impede their smooth inclusion in an engineering team. Existing approaches provide textual notations but require manual synchronization between the notations. This paper presents requirements for an accessible and language-aware team work environment as well as our plan for the assistive implementation of Cooperate. An industrial software engineering team consisting of people with and without visual impairment will evaluate the implementation.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cook, Kris A.; Scholtz, Jean; Whiting, Mark A.
The VAST Challenge has been a popular venue for academic and industry participants for over ten years. Many participants comment that the majority of their time in preparing VAST Challenge entries is discovering elements in their software environments that need to be redesigned in order to solve the given task. Fortunately, there is no need to wait until the VAST Challenge is announced to test out software systems. The Visual Analytics Benchmark Repository contains all past VAST Challenge tasks, data, solutions and submissions. This paper details the various types of evaluations that may be conducted using the Repository information. Inmore » this paper we describe how developers can do informal evaluations of various aspects of their visual analytics environments using VAST Challenge information. Aspects that can be evaluated include the appropriateness of the software for various tasks, the various data types and formats that can be accommodated, the effectiveness and efficiency of the process supported by the software, and the intuitiveness of the visualizations and interactions. Researchers can compare their visualizations and interactions to those submitted to determine novelty. In addition, the paper provides pointers to various guidelines that software teams can use to evaluate the usability of their software. While these evaluations are not a replacement for formal evaluation methods, this information can be extremely useful during the development of visual analytics environments.« less
The perception of naturalness correlates with low-level visual features of environmental scenes.
Berman, Marc G; Hout, Michael C; Kardan, Omid; Hunter, MaryCarol R; Yourganov, Grigori; Henderson, John M; Hanayik, Taylor; Karimi, Hossein; Jonides, John
2014-01-01
Previous research has shown that interacting with natural environments vs. more urban or built environments can have salubrious psychological effects, such as improvements in attention and memory. Even viewing pictures of nature vs. pictures of built environments can produce similar effects. A major question is: What is it about natural environments that produces these benefits? Problematically, there are many differing qualities between natural and urban environments, making it difficult to narrow down the dimensions of nature that may lead to these benefits. In this study, we set out to uncover visual features that related to individuals' perceptions of naturalness in images. We quantified naturalness in two ways: first, implicitly using a multidimensional scaling analysis and second, explicitly with direct naturalness ratings. Features that seemed most related to perceptions of naturalness were related to the density of contrast changes in the scene, the density of straight lines in the scene, the average color saturation in the scene and the average hue diversity in the scene. We then trained a machine-learning algorithm to predict whether a scene was perceived as being natural or not based on these low-level visual features and we could do so with 81% accuracy. As such we were able to reliably predict subjective perceptions of naturalness with objective low-level visual features. Our results can be used in future studies to determine if these features, which are related to naturalness, may also lead to the benefits attained from interacting with nature.
How virtual reality works: illusions of vision in "real" and virtual environments
NASA Astrophysics Data System (ADS)
Stark, Lawrence W.
1995-04-01
Visual illusions abound in normal vision--illusions of clarity and completeness, of continuity in time and space, of presence and vivacity--and are part and parcel of the visual world inwhich we live. These illusions are discussed in terms of the human visual system, with its high- resolution fovea, moved from point to point in the visual scene by rapid saccadic eye movements (EMs). This sampling of visual information is supplemented by a low-resolution, wide peripheral field of view, especially sensitive to motion. Cognitive-spatial models controlling perception, imagery, and 'seeing,' also control the EMs that shift the fovea in the Scanpath mode. These illusions provide for presence, the sense off being within an environment. They equally well lead to 'Telepresence,' the sense of being within a virtual display, especially if the operator is intensely interacting within an eye-hand and head-eye human-machine interface that provides for congruent visual and motor frames of reference. Interaction, immersion, and interest compel telepresence; intuitive functioning and engineered information flows can optimize human adaptation to the artificial new world of virtual reality, as virtual reality expands into entertainment, simulation, telerobotics, and scientific visualization and other professional work.
Designing sound and visual components for enhancement of urban soundscapes.
Hong, Joo Young; Jeon, Jin Yong
2013-09-01
The aim of this study is to investigate the effect of audio-visual components on environmental quality to improve soundscape. Natural sounds with road traffic noise and visual components in urban streets were evaluated through laboratory experiments. Waterfall and stream water sounds, as well as bird sounds, were selected to enhance the soundscape. Sixteen photomontages of a streetscape were constructed in combination with two types of water features and three types of vegetation which were chosen as positive visual components. The experiments consisted of audio-only, visual-only, and audio-visual conditions. The preferences and environmental qualities of the stimuli were evaluated by a numerical scale and 12 pairs of adjectives, respectively. The results showed that bird sounds were the most preferred among the natural sounds, while the sound of falling water was found to degrade the soundscape quality when the road traffic noise level was high. The visual effects of vegetation on aesthetic preference were significant, but those of water features relatively small. It was revealed that the perceptual dimensions of the environment were different from the noise levels. Particularly, the acoustic comfort factor related to soundscape quality considerably influenced preference for the overall environment at a higher level of road traffic noise.
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…
Visualization experiences and issues in Deep Space Exploration
NASA Technical Reports Server (NTRS)
Wright, John; Burleigh, Scott; Maruya, Makoto; Maxwell, Scott; Pischel, Rene
2003-01-01
The panelists will discuss their experiences in collecting data in deep space, transmitting it to Earth, processing and visualizing it here, and using the visualization to drive the continued mission. This closes the loop, making missions more responsive to their environment, particularly in-situ operations on planetary surfaces and within planetary atmospheres.
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…
Task Demands Control Acquisition and Storage of Visual Information
ERIC Educational Resources Information Center
Droll, Jason A.; Hayhoe, Mary M.; Triesch, Jochen; Sullivan, Brian T.
2005-01-01
Attention and working memory limitations set strict limits on visual representations, yet researchers have little appreciation of how these limits constrain the acquisition of information in ongoing visually guided behavior. Subjects performed a brick sorting task in a virtual environment. A change was made to 1 of the features of the brick being…
Visual Stereotypes and Virtual Pedagogical Agents
ERIC Educational Resources Information Center
Haake, Magnus; Gulz, Agneta
2008-01-01
The paper deals with the use of visual stereotypes in virtual pedagogical agents and its potential impact in digital learning environments. An analysis of the concept of visual stereotypes is followed by a discussion of affordances and drawbacks as to their use in the context of traditional media. Next, the paper explores whether virtual…
Visual Medium in the Service and Disservice of Education
ERIC Educational Resources Information Center
Wong, Wan-chi
2001-01-01
There are different ways of exploring and examining the visual medium in the service and disservice of education. A discursive form rather than a visual medium is chosen in this attempt. Utilizing the conceptualizations of Suzanne Langer, Christine Nystrom observed that American symbolic environments have undergone a massive shift from discursive…
40 CFR 202.23 - Visual tire inspection.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 40 Protection of Environment 24 2010-07-01 2010-07-01 false Visual tire inspection. 202.23 Section... Visual tire inspection. No motor carrier subject to these regulations shall at any time operate any motor vehicle of a type to which this regulation is applicable on a tire or tires having a tread pattern which...
Images in Language: Metaphors and Metamorphoses. Visual Learning. Volume 1
ERIC Educational Resources Information Center
Benedek, Andras, Ed.; Nyiri, Kristof, Ed.
2011-01-01
Learning and teaching are faced with radically new challenges in today's rapidly changing world and its deeply transformed communicational environment. We are living in an era of images. Contemporary visual technology--film, video, interactive digital media--is promoting but also demanding a new approach to education: the age of visual learning…
Location memory biases reveal the challenges of coordinating visual and kinesthetic reference frames
Simmering, Vanessa R.; Peterson, Clayton; Darling, Warren; Spencer, John P.
2008-01-01
Five experiments explored the influence of visual and kinesthetic/proprioceptive reference frames on location memory. Experiments 1 and 2 compared visual and kinesthetic reference frames in a memory task using visually-specified locations and a visually-guided response. When the environment was visible, results replicated previous findings of biases away from the midline symmetry axis of the task space, with stability for targets aligned with this axis. When the environment was not visible, results showed some evidence of bias away from a kinesthetically-specified midline (trunk anterior–posterior [a–p] axis), but there was little evidence of stability when targets were aligned with body midline. This lack of stability may reflect the challenges of coordinating visual and kinesthetic information in the absence of an environmental reference frame. Thus, Experiments 3–5 examined kinesthetic guidance of hand movement to kinesthetically-defined targets. Performance in these experiments was generally accurate with no evidence of consistent biases away from the trunk a–p axis. We discuss these results in the context of the challenges of coordinating reference frames within versus between multiple sensori-motor systems. PMID:17703284
Animal Preparations to Assess Neurophysiological Effects of Bio-Dynamic Environments.
1980-07-17
deprivation in preventing the acquisition of visually-guided behaviors. The next study examined acquisition of visually-guided behaviors in six animals...Maffei, L. and Bisti, S. Binocular interaction in strabismic kittens deprived of vision. Science, 191, 579-580, 1976. Matin, L. A possible hybrid...function in cat visual cortex following prolonged deprivation . Exp. Brain Res., 25 (1976) 139-156. Hein, A. Visually controlled components of movement
Applicability of Deep-Learning Technology for Relative Object-Based Navigation
2017-09-01
burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing...possible selections for navigating an unmanned ground vehicle (UGV) is through real- time visual odometry. To navigate in such an environment, the UGV...UGV) is through real- time visual odometry. To navigate in such an environment, the UGV needs to be able to detect, identify, and relate the static
Habituation to novel visual vestibular environments with special reference to space flight
NASA Technical Reports Server (NTRS)
Young, L. R.; Kenyon, R. V.; Oman, C. M.
1981-01-01
The etiology of space motion sickness and the underlying physiological mechanisms associated with spatial orientation in a space environment were investigated. Human psychophysical experiments were used as the basis for the research concerning the interaction of visual and vestibular cues in the development of motion sickness. Particular emphasis is placed on the conflict theory in terms of explaining these interactions. Research on the plasticity of the vestibulo-ocular reflex is discussed.
Sundvall, Erik; Nyström, Mikael; Forss, Mattias; Chen, Rong; Petersson, Håkan; Ahlfeldt, Hans
2007-01-01
This paper describes selected earlier approaches to graphically relating events to each other and to time; some new combinations are also suggested. These are then combined into a unified prototyping environment for visualization and navigation of electronic health records. Google Earth (GE) is used for handling display and interaction of clinical information stored using openEHR data structures and 'archetypes'. The strength of the approach comes from GE's sophisticated handling of detail levels, from coarse overviews to fine-grained details that has been combined with linear, polar and region-based views of clinical events related to time. The system should be easy to learn since all the visualization styles can use the same navigation. The structured and multifaceted approach to handling time that is possible with archetyped openEHR data lends itself well to visualizing and integration with openEHR components is provided in the environment.
Accessibility of health clubs for people with mobility disabilities and visual impairments.
Rimmer, James H; Riley, Barth; Wang, Edward; Rauworth, Amy
2005-11-01
We sought to examine the accessibility of health clubs to persons with mobility disabilities and visual impairments. We assessed 35 health clubs and fitness facilities as part of a national field trial of a new instrument, Accessibility Instruments Measuring Fitness and Recreation Environments (AIMFREE), designed to assess accessibility of fitness facilities in the following domains: (1) built environment, (2) equipment, (3) swimming pools, (4) information, (5) facility policies, and (6) professional behavior. All facilities had a low to moderate level of accessibility. Some of the deficiencies concerned specific Americans with Disabilities Act guidelines pertaining to the built environment, whereas other deficiency areas were related to aspects of the facilities' equipment, information, policies, and professional staff. Persons with mobility disabilities and visual impairments have difficulty accessing various areas of fitness facilities and health clubs. AIMFREE is an important tool for increasing awareness of these accessibility barriers for people with disabilities.
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.
Accessibility of Health Clubs for People with Mobility Disabilities and Visual Impairments
Rimmer, James H.; Riley, Barth; Wang, Edward; Rauworth, Amy
2005-01-01
Objective. We sought to examine the accessibility of health clubs to persons with mobility disabilities and visual impairments. Methods. We assessed 35 health clubs and fitness facilities as part of a national field trial of a new instrument, Accessibility Instruments Measuring Fitness and Recreation Environments (AIMFREE), designed to assess accessibility of fitness facilities in the following domains: (1) built environment, (2) equipment, (3) swimming pools, (4) information, (5) facility policies, and (6) professional behavior. Results. All facilities had a low to moderate level of accessibility. Some of the deficiencies concerned specific Americans with Disabilities Act guidelines pertaining to the built environment, whereas other deficiency areas were related to aspects of the facilities’ equipment, information, policies, and professional staff. Conclusions. Persons with mobility disabilities and visual impairments have difficulty accessing various areas of fitness facilities and health clubs. AIMFREE is an important tool for increasing awareness of these accessibility barriers for people with disabilities. PMID:16254234
Linte, Cristian A; White, James; Eagleson, Roy; Guiraudon, Gérard M; Peters, Terry M
2010-01-01
Virtual and augmented reality environments have been adopted in medicine as a means to enhance the clinician's view of the anatomy and facilitate the performance of minimally invasive procedures. Their value is truly appreciated during interventions where the surgeon cannot directly visualize the targets to be treated, such as during cardiac procedures performed on the beating heart. These environments must accurately represent the real surgical field and require seamless integration of pre- and intra-operative imaging, surgical tracking, and visualization technology in a common framework centered around the patient. This review begins with an overview of minimally invasive cardiac interventions, describes the architecture of a typical surgical guidance platform including imaging, tracking, registration and visualization, highlights both clinical and engineering accuracy limitations in cardiac image guidance, and discusses the translation of the work from the laboratory into the operating room together with typically encountered challenges.
Handwriting generates variable visual output to facilitate symbol learning.
Li, Julia X; James, Karin H
2016-03-01
Recent research has demonstrated that handwriting practice facilitates letter categorization in young children. The present experiments investigated why handwriting practice facilitates visual categorization by comparing 2 hypotheses: that handwriting exerts its facilitative effect because of the visual-motor production of forms, resulting in a direct link between motor and perceptual systems, or because handwriting produces variable visual instances of a named category in the environment that then changes neural systems. We addressed these issues by measuring performance of 5-year-old children on a categorization task involving novel, Greek symbols across 6 different types of learning conditions: 3 involving visual-motor practice (copying typed symbols independently, tracing typed symbols, tracing handwritten symbols) and 3 involving visual-auditory practice (seeing and saying typed symbols of a single typed font, of variable typed fonts, and of handwritten examples). We could therefore compare visual-motor production with visual perception both of variable and similar forms. Comparisons across the 6 conditions (N = 72) demonstrated that all conditions that involved studying highly variable instances of a symbol facilitated symbol categorization relative to conditions where similar instances of a symbol were learned, regardless of visual-motor production. Therefore, learning perceptually variable instances of a category enhanced performance, suggesting that handwriting facilitates symbol understanding by virtue of its environmental output: supporting the notion of developmental change though brain-body-environment interactions. (PsycINFO Database Record (c) 2016 APA, all rights reserved).
Handwriting generates variable visual input to facilitate symbol learning
Li, Julia X.; James, Karin H.
2015-01-01
Recent research has demonstrated that handwriting practice facilitates letter categorization in young children. The present experiments investigated why handwriting practice facilitates visual categorization by comparing two hypotheses: That handwriting exerts its facilitative effect because of the visual-motor production of forms, resulting in a direct link between motor and perceptual systems, or because handwriting produces variable visual instances of a named category in the environment that then changes neural systems. We addressed these issues by measuring performance of 5 year-old children on a categorization task involving novel, Greek symbols across 6 different types of learning conditions: three involving visual-motor practice (copying typed symbols independently, tracing typed symbols, tracing handwritten symbols) and three involving visual-auditory practice (seeing and saying typed symbols of a single typed font, of variable typed fonts, and of handwritten examples). We could therefore compare visual-motor production with visual perception both of variable and similar forms. Comparisons across the six conditions (N=72) demonstrated that all conditions that involved studying highly variable instances of a symbol facilitated symbol categorization relative to conditions where similar instances of a symbol were learned, regardless of visual-motor production. Therefore, learning perceptually variable instances of a category enhanced performance, suggesting that handwriting facilitates symbol understanding by virtue of its environmental output: supporting the notion of developmental change though brain-body-environment interactions. PMID:26726913
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.
Evaluation of stiffness feedback for hard nodule identification on a phantom silicone model
Konstantinova, Jelizaveta; Xu, Guanghua; He, Bo; Aminzadeh, Vahid; Xie, Jun; Wurdemann, Helge; Althoefer, Kaspar
2017-01-01
Haptic information in robotic surgery can significantly improve clinical outcomes and help detect hard soft-tissue inclusions that indicate potential abnormalities. Visual representation of tissue stiffness information is a cost-effective technique. Meanwhile, direct force feedback, although considerably more expensive than visual representation, is an intuitive method of conveying information regarding tissue stiffness to surgeons. In this study, real-time visual stiffness feedback by sliding indentation palpation is proposed, validated, and compared with force feedback involving human subjects. In an experimental tele-manipulation environment, a dynamically updated color map depicting the stiffness of probed soft tissue is presented via a graphical interface. The force feedback is provided, aided by a master haptic device. The haptic device uses data acquired from an F/T sensor attached to the end-effector of a tele-manipulated robot. Hard nodule detection performance is evaluated for 2 modes (force feedback and visual stiffness feedback) of stiffness feedback on an artificial organ containing buried stiff nodules. From this artificial organ, a virtual-environment tissue model is generated based on sliding indentation measurements. Employing this virtual-environment tissue model, we compare the performance of human participants in distinguishing differently sized hard nodules by force feedback and visual stiffness feedback. Results indicate that the proposed distributed visual representation of tissue stiffness can be used effectively for hard nodule identification. The representation can also be used as a sufficient substitute for force feedback in tissue palpation. PMID:28248996
Evaluation of stiffness feedback for hard nodule identification on a phantom silicone model.
Li, Min; Konstantinova, Jelizaveta; Xu, Guanghua; He, Bo; Aminzadeh, Vahid; Xie, Jun; Wurdemann, Helge; Althoefer, Kaspar
2017-01-01
Haptic information in robotic surgery can significantly improve clinical outcomes and help detect hard soft-tissue inclusions that indicate potential abnormalities. Visual representation of tissue stiffness information is a cost-effective technique. Meanwhile, direct force feedback, although considerably more expensive than visual representation, is an intuitive method of conveying information regarding tissue stiffness to surgeons. In this study, real-time visual stiffness feedback by sliding indentation palpation is proposed, validated, and compared with force feedback involving human subjects. In an experimental tele-manipulation environment, a dynamically updated color map depicting the stiffness of probed soft tissue is presented via a graphical interface. The force feedback is provided, aided by a master haptic device. The haptic device uses data acquired from an F/T sensor attached to the end-effector of a tele-manipulated robot. Hard nodule detection performance is evaluated for 2 modes (force feedback and visual stiffness feedback) of stiffness feedback on an artificial organ containing buried stiff nodules. From this artificial organ, a virtual-environment tissue model is generated based on sliding indentation measurements. Employing this virtual-environment tissue model, we compare the performance of human participants in distinguishing differently sized hard nodules by force feedback and visual stiffness feedback. Results indicate that the proposed distributed visual representation of tissue stiffness can be used effectively for hard nodule identification. The representation can also be used as a sufficient substitute for force feedback in tissue palpation.
GenomeGraphs: integrated genomic data visualization with R.
Durinck, Steffen; Bullard, James; Spellman, Paul T; Dudoit, Sandrine
2009-01-06
Biological studies involve a growing number of distinct high-throughput experiments to characterize samples of interest. There is a lack of methods to visualize these different genomic datasets in a versatile manner. In addition, genomic data analysis requires integrated visualization of experimental data along with constantly changing genomic annotation and statistical analyses. We developed GenomeGraphs, as an add-on software package for the statistical programming environment R, to facilitate integrated visualization of genomic datasets. GenomeGraphs uses the biomaRt package to perform on-line annotation queries to Ensembl and translates these to gene/transcript structures in viewports of the grid graphics package. This allows genomic annotation to be plotted together with experimental data. GenomeGraphs can also be used to plot custom annotation tracks in combination with different experimental data types together in one plot using the same genomic coordinate system. GenomeGraphs is a flexible and extensible software package which can be used to visualize a multitude of genomic datasets within the statistical programming environment R.
Neuroesthetics and healthcare design.
Nanda, Upali; Pati, Debajyoti; McCurry, Katie
2009-01-01
While there is a growing consciousness about the importance of visually pleasing environments in healthcare design, little is known about the key underlying mechanisms that enable aesthetics to play an instrumental role in the caregiving process. Hence it is often one of the first items to be value engineered. Aesthetics has (rightfully) been provided preferential consideration in such pleasure settings such as museums and recreational facilities; but in healthcare settings it is often considered expendable. Should it be? In this paper the authors share evidence that visual stimuli undergo an aesthetic evaluation process in the human brain by default, even when not prompted; that responses to visual stimuli may be immediate and emotional; and that aesthetics can be a source of pleasure, a fundamental perceptual reward that can help mitigate the stress of a healthcare environment. The authors also provide examples of studies that address the role of specific visual elements and visual principles in aesthetic evaluations and emotional responses. Finally, they discuss the implications of these findings for the design of art and architecture in healthcare.
Cross-modal links among vision, audition, and touch in complex environments.
Ferris, Thomas K; Sarter, Nadine B
2008-02-01
This study sought to determine whether performance effects of cross-modal spatial links that were observed in earlier laboratory studies scale to more complex environments and need to be considered in multimodal interface design. It also revisits the unresolved issue of cross-modal cuing asymmetries. Previous laboratory studies employing simple cues, tasks, and/or targets have demonstrated that the efficiency of processing visual, auditory, and tactile stimuli is affected by the modality, lateralization, and timing of surrounding cues. Very few studies have investigated these cross-modal constraints in the context of more complex environments to determine whether they scale and how complexity affects the nature of cross-modal cuing asymmetries. Amicroworld simulation of battlefield operations with a complex task set and meaningful visual, auditory, and tactile stimuli was used to investigate cuing effects for all cross-modal pairings. Significant asymmetric performance effects of cross-modal spatial links were observed. Auditory cues shortened response latencies for collocated visual targets but visual cues did not do the same for collocated auditory targets. Responses to contralateral (rather than ipsilateral) targets were faster for tactually cued auditory targets and each visual-tactile cue-target combination, suggesting an inhibition-of-return effect. The spatial relationships between multimodal cues and targets significantly affect target response times in complex environments. The performance effects of cross-modal links and the observed cross-modal cuing asymmetries need to be examined in more detail and considered in future interface design. The findings from this study have implications for the design of multimodal and adaptive interfaces and for supporting attention management in complex, data-rich domains.
Visual flight control in naturalistic and artificial environments.
Baird, Emily; Dacke, Marie
2012-12-01
Although the visual flight control strategies of flying insects have evolved to cope with the complexity of the natural world, studies investigating this behaviour have typically been performed indoors using simplified two-dimensional artificial visual stimuli. How well do the results from these studies reflect the natural behaviour of flying insects considering the radical differences in contrast, spatial composition, colour and dimensionality between these visual environments? Here, we aim to answer this question by investigating the effect of three- and two-dimensional naturalistic and artificial scenes on bumblebee flight control in an outdoor setting and compare the results with those of similar experiments performed in an indoor setting. In particular, we focus on investigating the effect of axial (front-to-back) visual motion cues on ground speed and centring behaviour. Our results suggest that, in general, ground speed control and centring behaviour in bumblebees is not affected by whether the visual scene is two- or three dimensional, naturalistic or artificial, or whether the experiment is conducted indoors or outdoors. The only effect that we observe between naturalistic and artificial scenes on flight control is that when the visual scene is three-dimensional and the visual information on the floor is minimised, bumblebees fly further from the midline of the tunnel. The findings presented here have implications not only for understanding the mechanisms of visual flight control in bumblebees, but also for the results of past and future investigations into visually guided flight control in other insects.
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.
LONI visualization environment.
Dinov, Ivo D; Valentino, Daniel; Shin, Bae Cheol; Konstantinidis, Fotios; Hu, Guogang; MacKenzie-Graham, Allan; Lee, Erh-Fang; Shattuck, David; Ma, Jeff; Schwartz, Craig; Toga, Arthur W
2006-06-01
Over the past decade, the use of informatics to solve complex neuroscientific problems has increased dramatically. Many of these research endeavors involve examining large amounts of imaging, behavioral, genetic, neurobiological, and neuropsychiatric data. Superimposing, processing, visualizing, or interpreting such a complex cohort of datasets frequently becomes a challenge. We developed a new software environment that allows investigators to integrate multimodal imaging data, hierarchical brain ontology systems, on-line genetic and phylogenic databases, and 3D virtual data reconstruction models. The Laboratory of Neuro Imaging visualization environment (LONI Viz) consists of the following components: a sectional viewer for imaging data, an interactive 3D display for surface and volume rendering of imaging data, a brain ontology viewer, and an external database query system. The synchronization of all components according to stereotaxic coordinates, region name, hierarchical ontology, and genetic labels is achieved via a comprehensive BrainMapper functionality, which directly maps between position, structure name, database, and functional connectivity information. This environment is freely available, portable, and extensible, and may prove very useful for neurobiologists, neurogenetisists, brain mappers, and for other clinical, pedagogical, and research endeavors.
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.
Zanbaka, Catherine A; Lok, Benjamin C; Babu, Sabarish V; Ulinski, Amy C; Hodges, Larry F
2005-01-01
We describe a between-subjects experiment that compared four different methods of travel and their effect on cognition and paths taken in an immersive virtual environment (IVE). Participants answered a set of questions based on Crook's condensation of Bloom's taxonomy that assessed their cognition of the IVE with respect to knowledge, understanding and application, and higher mental processes. Participants also drew a sketch map of the IVE and the objects within it. The users' sense of presence was measured using the Steed-Usoh-Slater Presence Questionnaire. The participants' position and head orientation were automatically logged during their exposure to the virtual environment. These logs were later used to create visualizations of the paths taken. Path analysis, such as exploring the overlaid path visualizations and dwell data information, revealed further differences among the travel techniques. Our results suggest that, for applications where problem solving and evaluation of information is important or where opportunity to train is minimal, then having a large tracked space so that the participant can walk around the virtual environment provides benefits over common virtual travel techniques.
Orienting Attention in Visual Working Memory Reduces Interference from Memory Probes
ERIC Educational Resources Information Center
Makovski, Tal; Sussman, Rachel; Jiang, Yuhong V.
2008-01-01
Given a changing visual environment, and the limited capacity of visual working memory (VWM), the contents of VWM must be in constant flux. Using a change detection task, the authors show that VWM is subject to obligatory updating in the face of new information. Change detection performance is enhanced when the item that may change is…
An Interdisciplinary Approach for Understanding Artworks: The Role of Music in Visual Arts Education
ERIC Educational Resources Information Center
Pavlou, Victoria; Athansiou, Georgina
2014-01-01
In a world that is becoming increasingly more visual, there is a greater need to educate children to better understand images. A school subject that deals directly with image understanding is visual arts. This article discusses an interdisciplinary approach to promote art understanding, within a multimodal environment that combines art and music.…
iSee: Teaching Visual Learning in an Organic Virtual Learning Environment
ERIC Educational Resources Information Center
Han, Hsiao-Cheng
2017-01-01
This paper presents a three-year participatory action research project focusing on the graduate level course entitled Visual Learning in 3D Animated Virtual Worlds. The purpose of this research was to understand "How the virtual world processes of observing and creating can best help students learn visual theories". The first cycle of…
NASA Technical Reports Server (NTRS)
Jedlovec, Gary; Srikishen, Jayanthi; Edwards, Rita; Cross, David; Welch, Jon; Smith, Matt
2013-01-01
The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of "big data" available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Shortterm Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video-teleconferences, presentation slides, documents, spreadsheets or laptop screens. SAGE is cross-platform, community-driven, open-source visualization and collaboration middleware that utilizes shared national and international cyberinfrastructure for the advancement of scientific research and education.
NASA Astrophysics Data System (ADS)
Jedlovec, G.; Srikishen, J.; Edwards, R.; Cross, D.; Welch, J. D.; Smith, M. R.
2013-12-01
The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of 'big data' available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Short-term Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video-teleconferences, presentation slides, documents, spreadsheets or laptop screens. SAGE is cross-platform, community-driven, open-source visualization and collaboration middleware that utilizes shared national and international cyberinfrastructure for the advancement of scientific research and education.
Reality check: the role of realism in stress reduction using media technology.
de Kort, Y A W; Ijsselsteijn, W A
2006-04-01
There is a growing interest in the use of virtual and other mediated environments for therapeutic purposes. However, in the domain of restorative environments, virtual reality (VR) technology has hardly been used. Here the tendency has been to use mediated real environments, striving for maximum visual realism. This use of photographic material is mainly based on research in aesthetics judgments that has demonstrated the validity of this type of simulations as representations of real environments. Thus, restoration therapy is developing under the untested assumption that photorealistic images have the optimal level of realism, while in therapeutic applications 'experiential realism' seems to be the key rather than visual realism. The present paper discusses this contrast and briefly describes data of three studies aimed at exploring the importance and meaning of realism in the context of restorative environments.
A Planetarium Inside Your Office: Virtual Reality in the Dome Production Pipeline
NASA Astrophysics Data System (ADS)
Summers, Frank
2018-01-01
Producing astronomy visualization sequences for a planetarium without ready access to a dome is a distorted geometric challenge. Fortunately, one can now use virtual reality (VR) to simulate a dome environment without ever leaving one's office chair. The VR dome experience has proven to be a more than suitable pre-visualization method that requires only modest amounts of processing beyond the standard production pipeline. It also provides a crucial testbed for identifying, testing, and fixing the visual constraints and artifacts that arise in a spherical presentation environment. Topics adreesed here will include rendering, geometric projection, movie encoding, software playback, and hardware setup for a virtual dome using VR headsets.
Research on metallic material defect detection based on bionic sensing of human visual properties
NASA Astrophysics Data System (ADS)
Zhang, Pei Jiang; Cheng, Tao
2018-05-01
Due to the fact that human visual system can quickly lock the areas of interest in complex natural environment and focus on it, this paper proposes an eye-based visual attention mechanism by simulating human visual imaging features based on human visual attention mechanism Bionic Sensing Visual Inspection Model Method to Detect Defects of Metallic Materials in the Mechanical Field. First of all, according to the biologically visually significant low-level features, the mark of defect experience marking is used as the intermediate feature of simulated visual perception. Afterwards, SVM method was used to train the advanced features of visual defects of metal material. According to the weight of each party, the biometrics detection model of metal material defect, which simulates human visual characteristics, is obtained.
Wired Widgets: Agile Visualization for Space Situational Awareness
NASA Astrophysics Data System (ADS)
Gerschefske, K.; Witmer, J.
2012-09-01
Continued advancement in sensors and analysis techniques have resulted in a wealth of Space Situational Awareness (SSA) data, made available via tools and Service Oriented Architectures (SOA) such as those in the Joint Space Operations Center Mission Systems (JMS) environment. Current visualization software cannot quickly adapt to rapidly changing missions and data, preventing operators and analysts from performing their jobs effectively. The value of this wealth of SSA data is not fully realized, as the operators' existing software is not built with the flexibility to consume new or changing sources of data or to rapidly customize their visualization as the mission evolves. While tools like the JMS user-defined operational picture (UDOP) have begun to fill this gap, this paper presents a further evolution, leveraging Web 2.0 technologies for maximum agility. We demonstrate a flexible Web widget framework with inter-widget data sharing, publish-subscribe eventing, and an API providing the basis for consumption of new data sources and adaptable visualization. Wired Widgets offers cross-portal widgets along with a widget communication framework and development toolkit for rapid new widget development, giving operators the ability to answer relevant questions as the mission evolves. Wired Widgets has been applied in a number of dynamic mission domains including disaster response, combat operations, and noncombatant evacuation scenarios. The variety of applications demonstrate that Wired Widgets provides a flexible, data driven solution for visualization in changing environments. In this paper, we show how, deployed in the Ozone Widget Framework portal environment, Wired Widgets can provide an agile, web-based visualization to support the SSA mission. Furthermore, we discuss how the tenets of agile visualization can generally be applied to the SSA problem space to provide operators flexibility, potentially informing future acquisition and system development.
Velocity and Structure Estimation of a Moving Object Using a Moving Monocular Camera
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
2017-11-01
ARL-TR-8205 ● NOV 2017 US Army Research Laboratory Strategies for Characterizing the Sensory Environment: Objective and...Subjective Evaluation Methods using the VisiSonic Real Space 64/5 Audio-Visual Panoramic Camera By Joseph McArdle, Ashley Foots, Chris Stachowiak, and...return it to the originator. ARL-TR-8205 ● NOV 2017 US Army Research Laboratory Strategies for Characterizing the Sensory
Spectators & spectacles: nurses, midwives and visuality.
Barnard, Alan G; Sinclair, Marlene
2006-09-01
In this paper we reflect on how linear perspective vision influences the practice of nurses and midwives and to advance understanding of clinical practice in technologically intensive environments through examination of drawings by nurses and midwives and through critical analysis. There is increasing emphasis on vision in Western culture, and both nurses and midwives spend a great deal of time observing their clinical environment(s). Healthcare practitioners work increasingly in image-based realities and nurses rely on visual skills. Vision and visual representation are central to our practice and are important to examine because we look often at technology to assess people and care. The world in which we practise is one of meaning(s). Technological development is transformative in nature and produces changes that alter the way(s) we give care. Amongst all this change, it is unclear how we practise in environments characterized by increasing technology and it is unknown how nursing and midwifery practice alter as a result. Simple drawings included in this paper highlight an important and shared experience of clinical practice(s). They emphasize the importance and scope of the visual sense and expose practitioner behaviour that has enormous implications for current and future professional development and person-focussed care provision. Experiences described in this paper require further examination and highlight substantial changes to nurse-patient relationships, health care and the way we practise.
An Instructional Method for the AutoCAD Modeling Environment.
ERIC Educational Resources Information Center
Mohler, James L.
1997-01-01
Presents a command organizer for AutoCAD to aid new uses in operating within the 3-D modeling environment. Addresses analyzing the problem, visualization skills, nonlinear tools, a static view of a dynamic model, the AutoCAD organizer, environment attributes, and control of the environment. Contains 11 references. (JRH)
Object Creation and Human Factors Evaluation for Virtual Environments
NASA Technical Reports Server (NTRS)
Lindsey, Patricia F.
1998-01-01
The main objective of this project is to provide test objects for simulated environments utilized by the recently established Army/NASA Virtual Innovations Lab (ANVIL) at Marshall Space Flight Center, Huntsville, Al. The objective of the ANVIL lab is to provide virtual reality (VR) models and environments and to provide visualization and manipulation methods for the purpose of training and testing. Visualization equipment used in the ANVIL lab includes head-mounted and boom-mounted immersive virtual reality display devices. Objects in the environment are manipulated using data glove, hand controller, or mouse. These simulated objects are solid or surfaced three dimensional models. They may be viewed or manipulated from any location within the environment and may be viewed on-screen or via immersive VR. The objects are created using various CAD modeling packages and are converted into the virtual environment using dVise. This enables the object or environment to be viewed from any angle or distance for training or testing purposes.
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.
Edquist, Jessica; Rudin-Brown, Christina M; Lenné, Michael G
2012-03-01
On-street parking is associated with elevated crash risk. It is not known how drivers' mental workload and behaviour in the presence of on-street parking contributes to, or fails to reduce, this increased crash risk. On-street parking tends to co-exist with visually complex streetscapes that may affect workload and crash risk in their own right. The present paper reports results from a driving simulator study examining the effects of on-street parking and road environment visual complexity on driver behaviour and surrogate measures of crash risk. Twenty-nine participants drove a simulated urban commercial and arterial route. Compared to sections with no parking bays or empty parking bays, in the presence of occupied parking bays drivers lowered their speed and shifted their lateral position towards roadway centre to compensate for the higher mental workload they reported experiencing. However, this compensation was not sufficient to reduce drivers' reaction time on a safety-relevant peripheral detection task or to an unexpected pedestrian hazard. Compared to the urban road environments, the less visually complex arterial road environment was associated with speeds that were closer to the posted limit, lower speed variability and lower workload ratings. These results support theoretical positions that proffer workload as a mediating variable of speed choice. However, drivers in this study did not modify their speed sufficiently to maintain safe hazard response times in complex environments with on-street parking. This inadequate speed compensation is likely to affect real world crash risk. Copyright © 2011 Elsevier Ltd. All rights reserved.
The GLOBE Visualization Project: Using WWW in the Classroom.
ERIC Educational Resources Information Center
de La Beaujardiere, J-F; And Others
1997-01-01
Describes a World Wide Web-based, user-friendly, language-independent graphical user interface providing access to visualizations created for GLOBE (Global Learning and Observations to Benefit the Environment), a multinational program of education and science. (DDR)
Visual Environment for Rich Data Interpretation (VERDI) program for environmental modeling systems
VERDI is a flexible, modular, Java-based program used for visualizing multivariate gridded meteorology, emissions and air quality modeling data created by environmental modeling systems such as the CMAQ model and WRF.
imDEV: a graphical user interface to R multivariate analysis tools in Microsoft Excel.
Grapov, Dmitry; Newman, John W
2012-09-01
Interactive modules for Data Exploration and Visualization (imDEV) is a Microsoft Excel spreadsheet embedded application providing an integrated environment for the analysis of omics data through a user-friendly interface. Individual modules enables interactive and dynamic analyses of large data by interfacing R's multivariate statistics and highly customizable visualizations with the spreadsheet environment, aiding robust inferences and generating information-rich data visualizations. This tool provides access to multiple comparisons with false discovery correction, hierarchical clustering, principal and independent component analyses, partial least squares regression and discriminant analysis, through an intuitive interface for creating high-quality two- and a three-dimensional visualizations including scatter plot matrices, distribution plots, dendrograms, heat maps, biplots, trellis biplots and correlation networks. Freely available for download at http://sourceforge.net/projects/imdev/. Implemented in R and VBA and supported by Microsoft Excel (2003, 2007 and 2010).
Napolitano, Rebecca; Blyth, Anna; Glisic, Branko
2018-01-16
Visualization of sensor networks, data, and metadata is becoming one of the most pivotal aspects of the structural health monitoring (SHM) process. Without the ability to communicate efficiently and effectively between disparate groups working on a project, an SHM system can be underused, misunderstood, or even abandoned. For this reason, this work seeks to evaluate visualization techniques in the field, identify flaws in current practices, and devise a new method for visualizing and accessing SHM data and metadata in 3D. More precisely, the work presented here reflects a method and digital workflow for integrating SHM sensor networks, data, and metadata into a virtual reality environment by combining spherical imaging and informational modeling. Both intuitive and interactive, this method fosters communication on a project enabling diverse practitioners of SHM to efficiently consult and use the sensor networks, data, and metadata. The method is presented through its implementation on a case study, Streicker Bridge at Princeton University campus. To illustrate the efficiency of the new method, the time and data file size were compared to other potential methods used for visualizing and accessing SHM sensor networks, data, and metadata in 3D. Additionally, feedback from civil engineering students familiar with SHM is used for validation. Recommendations on how different groups working together on an SHM project can create SHM virtual environment and convey data to proper audiences, are also included.
Napolitano, Rebecca; Blyth, Anna; Glisic, Branko
2018-01-01
Visualization of sensor networks, data, and metadata is becoming one of the most pivotal aspects of the structural health monitoring (SHM) process. Without the ability to communicate efficiently and effectively between disparate groups working on a project, an SHM system can be underused, misunderstood, or even abandoned. For this reason, this work seeks to evaluate visualization techniques in the field, identify flaws in current practices, and devise a new method for visualizing and accessing SHM data and metadata in 3D. More precisely, the work presented here reflects a method and digital workflow for integrating SHM sensor networks, data, and metadata into a virtual reality environment by combining spherical imaging and informational modeling. Both intuitive and interactive, this method fosters communication on a project enabling diverse practitioners of SHM to efficiently consult and use the sensor networks, data, and metadata. The method is presented through its implementation on a case study, Streicker Bridge at Princeton University campus. To illustrate the efficiency of the new method, the time and data file size were compared to other potential methods used for visualizing and accessing SHM sensor networks, data, and metadata in 3D. Additionally, feedback from civil engineering students familiar with SHM is used for validation. Recommendations on how different groups working together on an SHM project can create SHM virtual environment and convey data to proper audiences, are also included. PMID:29337877
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.
Sockeye: A 3D Environment for Comparative Genomics
Montgomery, Stephen B.; Astakhova, Tamara; Bilenky, Mikhail; Birney, Ewan; Fu, Tony; Hassel, Maik; Melsopp, Craig; Rak, Marcin; Robertson, A. Gordon; Sleumer, Monica; Siddiqui, Asim S.; Jones, Steven J.M.
2004-01-01
Comparative genomics techniques are used in bioinformatics analyses to identify the structural and functional properties of DNA sequences. As the amount of available sequence data steadily increases, the ability to perform large-scale comparative analyses has become increasingly relevant. In addition, the growing complexity of genomic feature annotation means that new approaches to genomic visualization need to be explored. We have developed a Java-based application called Sockeye that uses three-dimensional (3D) graphics technology to facilitate the visualization of annotation and conservation across multiple sequences. This software uses the Ensembl database project to import sequence and annotation information from several eukaryotic species. A user can additionally import their own custom sequence and annotation data. Individual annotation objects are displayed in Sockeye by using custom 3D models. Ensembl-derived and imported sequences can be analyzed by using a suite of multiple and pair-wise alignment algorithms. The results of these comparative analyses are also displayed in the 3D environment of Sockeye. By using the Java3D API to visualize genomic data in a 3D environment, we are able to compactly display cross-sequence comparisons. This provides the user with a novel platform for visualizing and comparing genomic feature organization. PMID:15123592
Anemonefishes rely on visual and chemical cues to correctly identify conspecifics
NASA Astrophysics Data System (ADS)
Johnston, Nicole K.; Dixson, Danielle L.
2017-09-01
Organisms rely on sensory cues to interpret their environment and make important life-history decisions. Accurate recognition is of particular importance in diverse reef environments. Most evidence on the use of sensory cues focuses on those used in predator avoidance or habitat recognition, with little information on their role in conspecific recognition. Yet conspecific recognition is essential for life-history decisions including settlement, mate choice, and dominance interactions. Using a sensory manipulated tank and a two-chamber choice flume, anemonefish conspecific response was measured in the presence and absence of chemical and/or visual cues. Experiments were then repeated in the presence or absence of two heterospecific species to evaluate whether a heterospecific fish altered the conspecific response. Anemonefishes responded to both the visual and chemical cues of conspecifics, but relied on the combination of the two cues to recognize conspecifics inside the sensory manipulated tank. These results contrast previous studies focusing on predator detection where anemonefishes were found to compensate for the loss of one sensory cue (chemical) by utilizing a second cue (visual). This lack of sensory compensation may impact the ability of anemonefishes to acclimate to changing reef environments in the future.
Understanding the operational environment: implications for advanced visualizations
NASA Astrophysics Data System (ADS)
Aleva, Denise; Fitzhugh, Elisabeth; Dixon, Sharon
2009-05-01
With the changing character of warfare, information superiority is a high priority. Given the complexity of current and future operating environments, analysts, strategists and planners need a multidimensional understanding of the battlespace. Asymmetric warfare necessitates that our strategists look beyond targets-based operations, where we simply identify and destroy enemy entities. Effects-based operations models the enemy as a system which reacts to our actions. This requires the capability to predict the adversary response to a selected action. Actions may be diplomatic, information, military or economic (DIME). Effects may be political, military, economic, social, information or infrastructure (PMESII). Timing must be explicitly considered and effects dynamically assessed. Visualizations of intelligence information are needed which will promote full understanding of all aspects of adversary strengths and weaknesses by providing the extensive data about adversary forces, organic essentials, infrastructure, leadership, population, and science and technology in an easily accessible and understandable format. This will enhance Effectsbased operations, and therefore, the capability to predict and counter adversary courses of action. This paper outlines a systems engineering approach to designing visualizations which convey the multidimensional information to decision makers. Visualization issues inherent in understanding the multidimensional operational environment will be discussed.
Liquid-to-gel transition for visual and tactile detection of biological analytes.
Fedotova, Tatiana A; Kolpashchikov, Dmitry M
2017-11-23
So far all visual and instrument-free methods have been based on a color change. However, colorimetric assays cannot be used by blind or color-blind people. Here we introduce a liquid-to-gel transition as a general output platform. The signal output (a piece of gel) can be unambiguously distinguished from liquid both visually and by touch. This approach promises to contribute to the development of an accessible environment for visually impaired persons.
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.
Effects of environmental design on patient outcome: a systematic review.
Laursen, Jannie; Danielsen, Anne; Rosenberg, Jacob
2014-01-01
The aim of this systematic review was to assess how inpatients were affected by the built environment design during their hospitalization. Over the last decade, the healthcare system has become increasingly aware of how focus on healthcare environment might affect patient satisfaction. The focus on environmental design has become a field with great potential because of its possible impact on cost control while improving quality of care. A systematic literature search was conducted to identify current and past studies about evidence-based healthcare design. The following databases were searched: Medline/PubMed, Cinahl, and Embase. Inclusion criteria were randomized clinical trials (RCTs) investigating the effect of built environment design interventions such as music, natural murals, and plants in relation to patients' health outcome. Built environment design aspects such as audio environment and visual environment had a positive influence on patients' health outcomes. Specifically the studies indicated a decrease in patients' anxiety, pain, and stress levels when exposed to certain built environment design interventions. The built environment, especially specific audio and visual aspects, seems to play an important role in patients' outcomes, making hospitals a better healing environment for patients. Built environment, evidence-based design, healing environments, hospitals, literature review.
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.
Lisicki, Marco; D'Ostilio, Kevin; Erpicum, Michel; Schoenen, Jean; Magis, Delphine
2017-01-01
Background Migraine is a complex multifactorial disease that arises from the interaction between a genetic predisposition and an enabling environment. Habituation is considered as a fundamental adaptive behaviour of the nervous system that is often impaired in migraine populations. Given that migraineurs are hypersensitive to light, and that light deprivation is able to induce functional changes in the visual cortex recognizable through visual evoked potentials habituation testing, we hypothesized that regional sunlight irradiance levels could influence the results of visual evoked potentials habituation studies performed in different locations worldwide. Methods We searched the literature for visual evoked potentials habituation studies comparing healthy volunteers and episodic migraine patients and correlated their results with levels of local solar radiation. Results After reviewing the literature, 26 studies involving 1291 participants matched our inclusion criteria. Deficient visual evoked potentials habituation in episodic migraine patients was reported in 19 studies. Mean yearly sunlight irradiance was significantly higher in locations of studies reporting deficient habituation. Correlation analyses suggested that visual evoked potentials habituation decreases with increasing sunlight irradiance in migraine without aura patients. Conclusion Results from this hypothesis generating analysis suggest that variations in sunlight irradiance may induce adaptive modifications in visual processing systems that could be reflected in visual evoked potentials habituation, and thus partially account for the difference in results between studies performed in geographically distant centers. Other causal factors such as genetic differences could also play a role, and therefore well-designed prospective trials are warranted.
Visual Bias Predicts Gait Adaptability in Novel Sensory Discordant Conditions
NASA Technical Reports Server (NTRS)
Brady, Rachel A.; Batson, Crystal D.; Peters, Brian T.; Mulavara, Ajitkumar P.; Bloomberg, Jacob J.
2010-01-01
We designed a gait training study that presented combinations of visual flow and support-surface manipulations to investigate the response of healthy adults to novel discordant sensorimotor conditions. We aimed to determine whether a relationship existed between subjects visual dependence and their postural stability and cognitive performance in a new discordant environment presented at the conclusion of training (Transfer Test). Our training system comprised a treadmill placed on a motion base facing a virtual visual scene that provided a variety of sensory challenges. Ten healthy adults completed 3 training sessions during which they walked on a treadmill at 1.1 m/s while receiving discordant support-surface and visual manipulations. At the first visit, in an analysis of normalized torso translation measured in a scene-movement-only condition, 3 of 10 subjects were classified as visually dependent. During the Transfer Test, all participants received a 2-minute novel exposure. In a combined measure of stride frequency and reaction time, the non-visually dependent subjects showed improved adaptation on the Transfer Test compared to their visually dependent counterparts. This finding suggests that individual differences in the ability to adapt to new sensorimotor conditions may be explained by individuals innate sensory biases. An accurate preflight assessment of crewmembers biases for visual dependence could be used to predict their propensities to adapt to novel sensory conditions. It may also facilitate the development of customized training regimens that could expedite adaptation to alternate gravitational environments.
Visual and flight performance recovery after PRK or LASIK in helicopter pilots.
Van de Pol, Corina; Greig, Joanna L; Estrada, Art; Bissette, Gina M; Bower, Kraig S
2007-06-01
Refractive surgery, specifically photorefractive keratectomy (PRK) and laser in situ keratomileusis (LASIK), is becoming more accepted in the military environment. Determination of the impact on visual performance in the more demanding aviation environment was the impetus for this study. A prospective evaluation of 20 Black Hawk pilots pre-surgically and at 1 wk, 1 mo, and 6 mo postsurgery was conducted to assess both PRK and LASIK visual and flight performance outcomes on the return of aviators to duty. Of 20 pilots, 19 returned to flight status at 1 mo after surgery; 1 PRK subject was delayed due to corneal haze and subjective visual symptoms. Improvements were seen under simulator night and night vision goggle flight after LASIK; no significant changes in flight performance were measured in the aircraft. Results indicated a significantly faster recovery of all visual performance outcomes 1 wk after LASIK vs. PRK, with no difference between procedures at 1 and 6 mo. Low contrast acuity and contrast sensitivity only weakly correlated to flight performance in the early post-operative period. Overall flight performance assessed in this study after PRK and LASIK was stable or improved from baseline, indicating a resilience of performance despite measured decrements in visual performance, especially in PRK. More visually demanding flight tasks may be impacted by subtle changes in visual performance. Contrast tests are more sensitive to the effects of refractive surgical intervention and may prove to be a better indicator of visual recovery for return to flight status.
ERIC Educational Resources Information Center
Sapp, Wendy
2011-01-01
Young children with visual impairments face many challenges as they learn to orient to and move through their environment, the beginnings of orientation and mobility (O&M). Children who are visually impaired must learn many concepts (such as body parts and positional words) and skills (like body movement and interpreting sensory information) to…
A simulated field trip: "The visual aspects of power plant sitings"
Bill Bottomly; Alex Young
1979-01-01
The growth of our economy is demanding construction of a variety of power plants to generate electricity which is having a significant impact on the visual environment. These power plants will consist of conventional thermal (fossil fuel and nuclear), geothermal, wind and solar power plants. There are several areas where solutions to the visual impacts of these power...
Enabling Efficient Intelligence Analysis in Degraded Environments
2013-06-01
Magnets Grid widget for multidimensional information exploration ; and a record browser of Visual Summary Cards widget for fast visual identification of...evolution analysis; a Magnets Grid widget for multi- dimensional information exploration ; and a record browser of Visual Summary Cards widget for fast...attention and inattentional blindness. It also explores and develops various techniques to represent information in a salient way and provide efficient
Comparative visual ecology of cephalopods from different habitats.
Chung, Wen-Sung; Marshall, N Justin
2016-09-14
Previous investigations of vision and visual pigment evolution in aquatic predators have focused on fish and crustaceans, generally ignoring the cephalopods. Since the first cephalopod opsin was sequenced in late 1980s, we now have data on over 50 cephalopod opsins, prompting this functional and phylogenetic examination. Much of this data does not specifically examine the visual pigment spectral absorbance position (λmax) relative to environment or lifestyle, and cephalopod opsin functional adaptation and visual ecology remain largely unknown. Here we introduce a new protocol for photoreceptor microspectrophotometry (MSP) that overcomes the difficulty of bleaching the bistable visual pigment and that reveals eight coastal coleoid cephalopods to be monochromatic with λmax varying from 484 to 505 nm. A combination of current MSP results, the λmax values previously characterized using cephalopod retinal extracts (467-500 nm) and the corresponding opsin phylogenetic tree were used for systematic comparisons with an end goal of examining the adaptations of coleoid visual pigments to different light environments. Spectral tuning shifts are described in response to different modes of life and light conditions. A new spectral tuning model suggests that nine amino acid substitution sites may determine the direction and the magnitude of spectral shifts. © 2016 The Authors.
CasCADe: A Novel 4D Visualization System for Virtual Construction Planning.
Ivson, Paulo; Nascimento, Daniel; Celes, Waldemar; Barbosa, Simone Dj
2018-01-01
Building Information Modeling (BIM) provides an integrated 3D environment to manage large-scale engineering projects. The Architecture, Engineering and Construction (AEC) industry explores 4D visualizations over these datasets for virtual construction planning. However, existing solutions lack adequate visual mechanisms to inspect the underlying schedule and make inconsistencies readily apparent. The goal of this paper is to apply best practices of information visualization to improve 4D analysis of construction plans. We first present a review of previous work that identifies common use cases and limitations. We then consulted with AEC professionals to specify the main design requirements for such applications. These guided the development of CasCADe, a novel 4D visualization system where task sequencing and spatio-temporal simultaneity are immediately apparent. This unique framework enables the combination of diverse analytical features to create an information-rich analysis environment. We also describe how engineering collaborators used CasCADe to review the real-world construction plans of an Oil & Gas process plant. The system made evident schedule uncertainties, identified work-space conflicts and helped analyze other constructability issues. The results and contributions of this paper suggest new avenues for future research in information visualization for the AEC industry.
Barteselli, G; Gomez, M L; Doede, A L; Chhablani, J; Gutstein, W; Bartsch, D-U; Dustin, L; Azen, S P; Freeman, W R
2014-10-01
To evaluate visual function variations in eyes with age-related macular degeneration (AMD) compared to normal eyes under different light/contrast conditions using a time-dependent visual acuity testing instrument, the Central Vision Analyzer (CVA). Overall, 37 AMD eyes and 35 normal eyes were consecutively tested with the CVA after assessing best-corrected visual acuity (BCVA) using ETDRS charts. The CVA established visual thresholds for three mesopic environments (M1 (high contrast), M2 (medium contrast), and M3 (low contrast)) and three backlight-glare environments (G1 (high contrast, equivalent to ETDRS), G2 (medium contrast), and G3 (low contrast)) under timed conditions. Vision drop across environments was calculated, and repeatability of visual scores was determined. BCVA significantly reduced with decreasing contrast in all eyes. M1 scores for BCVA were greater than M2 and M3 (P<0.001); G1 scores were greater than G2 and G3 (P<0.01). BCVA dropped more in AMD eyes than in normal eyes between M1 and M2 (P=0.002) and between M1 and M3 (P=0.003). In AMD eyes, BCVA was better using ETDRS charts compared to G1 (P<0.001). The drop in visual function between ETDRS and G1 was greater in AMD eyes compared to normal eyes (P=0.004). Standard deviations of test-retest ranged from 0.100 to 0.139 logMAR. The CVA allowed analysis of the visual complaints that AMD patients experience with different lighting/contrast time-dependent conditions. BCVA changed significantly under different lighting/contrast conditions in all eyes, however, AMD eyes were more affected by contrast reduction than normal eyes. In AMD eyes, timed conditions using the CVA led to worse BCVA compared to non-timed ETDRS charts.
Role of Self-Generated Odor Cues in Contextual Representation
Aikath, Devdeep; Weible, Aldis P; Rowland, David C; Kentros, Clifford G
2014-01-01
As first demonstrated in the patient H.M., the hippocampus is critically involved in forming episodic memories, the recall of “what” happened “where” and “when.” In rodents, the clearest functional correlate of hippocampal primary neurons is the place field: a cell fires predominantly when the animal is in a specific part of the environment, typically defined relative to the available visuospatial cues. However, rodents have relatively poor visual acuity. Furthermore, they are highly adept at navigating in total darkness. This raises the question of how other sensory modalities might contribute to a hippocampal representation of an environment. Rodents have a highly developed olfactory system, suggesting that cues such as odor trails may be important. To test this, we familiarized mice to a visually cued environment over a number of days while maintaining odor cues. During familiarization, self-generated odor cues unique to each animal were collected by re-using absorbent paperboard flooring from one session to the next. Visual and odor cues were then put in conflict by counter-rotating the recording arena and the flooring. Perhaps surprisingly, place fields seemed to follow the visual cue rotation exclusively, raising the question of whether olfactory cues have any influence at all on a hippocampal spatial representation. However, subsequent removal of the familiar, self-generated odor cues severely disrupted both long-term stability and rotation to visual cues in a novel environment. Our data suggest that odor cues, in the absence of additional rule learning, do not provide a discriminative spatial signal that anchors place fields. Such cues do, however, become integral to the context over time and exert a powerful influence on the stability of its hippocampal representation. © 2014 The Authors. Hippocampus Published by Wiley Periodicals, Inc. PMID:24753119
Beyond the real world: attention debates in auditory mismatch negativity.
Chung, Kyungmi; Park, Jin Young
2018-04-11
The aim of this study was to address the potential for the auditory mismatch negativity (aMMN) to be used in applied event-related potential (ERP) studies by determining whether the aMMN would be an attention-dependent ERP component and could be differently modulated across visual tasks or virtual reality (VR) stimuli with different visual properties and visual complexity levels. A total of 80 participants, aged 19-36 years, were assigned to either a reading-task (21 men and 19 women) or a VR-task (22 men and 18 women) group. Two visual-task groups of healthy young adults were matched in age, sex, and handedness. All participants were instructed to focus only on the given visual tasks and ignore auditory change detection. While participants in the reading-task group read text slides, those in the VR-task group viewed three 360° VR videos in a random order and rated how visually complex the given virtual environment was immediately after each VR video ended. Inconsistent with the finding of a partial significant difference in perceived visual complexity in terms of brightness of virtual environments, both visual properties of distance and brightness showed no significant differences in the modulation of aMMN amplitudes. A further analysis was carried out to compare elicited aMMN amplitudes of a typical MMN task and an applied VR task. No significant difference in the aMMN amplitudes was found across the two groups who completed visual tasks with different visual-task demands. In conclusion, the aMMN is a reliable ERP marker of preattentive cognitive processing for auditory deviance detection.
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…
Retinal Processing: Polarization Vision in Teleost Fishes
2005-07-26
conspecific visual communication network utilizing polarized light signals in the coral reef environment. These observations have provoked interest in the... visual communication net- reflection off non-metallic substrates produces predom- work utilizing polarized light signals in the coral reef inantly
Transformations in the Recognition of Visual Forms
ERIC Educational Resources Information Center
Charness, Neil; Bregman, Albert S.
1973-01-01
In a study which required college students to learn to recognize four flexible plastic shapes photographed on different backgrounds from different angles, the importance of a context-rich environment for the learning and recognition of visual patterns was illustrated. (Author)
Psycho-physiological effects of head-mounted displays in ubiquitous use
NASA Astrophysics Data System (ADS)
Kawai, Takashi; Häkkinen, Jukka; Oshima, Keisuke; Saito, Hiroko; Yamazoe, Takashi; Morikawa, Hiroyuki; Nyman, Göte
2011-02-01
In this study, two experiments were conducted to evaluate the psycho-physiological effects by practical use of monocular head-mounted display (HMD) in a real-world environment, based on the assumption of consumer-level applications as viewing video content and receiving navigation information while walking. In the experiment 1, the workload was examined for different types of presenting stimuli using an HMD (monocular or binocular, see-through or non-see-through). The experiment 2 focused on the relationship between the real-world environment and the visual information presented using a monocular HMD. The workload was compared between a case where participants walked while viewing video content without relation to the real-world environment, and a case where participants walked while viewing visual information to augment the real-world environment as navigations.
Beneficial effects of enriched environment following status epilepticus in immature rats.
Faverjon, S; Silveira, D C; Fu, D D; Cha, B H; Akman, C; Hu, Y; Holmes, G L
2002-11-12
There is increasing evidence that enriching the environment can improve cognitive and motor deficits following a variety of brain injuries. Whether environmental enrichment can improve cognitive impairment following status epilepticus (SE) is not known. To determine whether the environment in which animals are raised influences cognitive function in normal rats and rats subjected to SE. Rats (n = 100) underwent lithium-pilocarpine-induced SE at postnatal (P) day 20 and were then placed in either an enriched environment consisting of a large play area with toys, climbing objects, and music, or in standard vivarium cages for 30 days. Control rats (n = 32) were handled similarly to the SE rats but received saline injections instead of lithium-pilocarpine. Rats were then tested in the water maze, a measure of visual-spatial memory. A subset of the rats were killed during exposure to the enriched or nonenriched environment and the brains examined for dentate granule cell neurogenesis using bromodeoxyuridine (BrdU) and phosphorylated cyclic AMP response element binding protein (pCREB) immunostaining, a brain transcription factor important in long-term memory. Both control and SE rats exposed to the enriched environment performed significantly better than the nonenriched group in the water maze. There was a significant increase in neurogenesis and pCREB immunostaining in the dentate gyrus in both control and SE animals exposed to the enriched environment compared to the nonenriched groups. Environmental enrichment resulted in no change in SE-induced histologic damage. Exposure to an enriched environment in weanling rats significantly improves visual-spatial learning. Even following SE, an enriched environment enhances cognitive function. An increase in neurogenesis and activation of transcription factors may contribute to this enhanced visual-spatial memory.
Cognitive processing in the primary visual cortex: from perception to memory.
Supèr, Hans
2002-01-01
The primary visual cortex is the first cortical area of the visual system that receives information from the external visual world. Based on the receptive field characteristics of the neurons in this area, it has been assumed that the primary visual cortex is a pure sensory area extracting basic elements of the visual scene. This information is then subsequently further processed upstream in the higher-order visual areas and provides us with perception and storage of the visual environment. However, recent findings show that such neural implementations are observed in the primary visual cortex. These neural correlates are expressed by the modulated activity of the late response of a neuron to a stimulus, and most likely depend on recurrent interactions between several areas of the visual system. This favors the concept of a distributed nature of visual processing in perceptual organization.
Gait adaptability training is affected by visual dependency.
Brady, Rachel A; Peters, Brian T; Batson, Crystal D; Ploutz-Snyder, Robert; Mulavara, Ajitkumar P; Bloomberg, Jacob J
2012-07-01
As part of a larger gait adaptability training study, we designed a program that presented combinations of visual flow and support-surface manipulations to investigate the response of healthy adults to walking on a treadmill in novel discordant sensorimotor conditions. A visual dependence score was determined for each subject, and this score was used to explore how visual dependency was linked to locomotor performance (1) during three training sessions and (2) in a new discordant environment presented at the conclusion of training. Performance measures included reaction time (RT), stride frequency (SF), and heart rate (HR), which respectively served as indicators of cognitive load, postural stability, and anxiety. We hypothesized that training would affect performance measures differently for highly visually dependent individuals than for their less visually dependent counterparts. A seemingly unrelated estimation analysis of RT, SF, and HR revealed a significant omnibus interaction of visual dependency by session (p < 0.001), suggesting that the magnitude of differences in these measures across training day 1 (TD1), training day 3 (TD3), and exposure to a novel test is dependent on subjects' levels of visual dependency. The RT result, in particular, suggested that highly visually dependent subjects successfully trained to one set of sensory discordant conditions but were unable to apply their adapted skills when introduced to a new sensory discordant environment. This finding augments rationale for developing customized gait training programs that are tailored to an individual. It highlights one factor--personal level of visual dependency--to consider when designing training conditions for a subject or patient. Finally, the link between visual dependency and locomotor performance may offer predictive insight regarding which subjects in a normal population will require more training when preparing for specific novel locomotor conditions.
Visual and acoustic communication in non-human animals: a comparison.
Rosenthal, G G; Ryan, M J
2000-09-01
The visual and auditory systems are two major sensory modalities employed in communication. Although communication in these two sensory modalities can serve analogous functions and evolve in response to similar selection forces, the two systems also operate under different constraints imposed by the environment and the degree to which these sensory modalities are recruited for non-communication functions. Also, the research traditions in each tend to differ, with studies of mechanisms of acoustic communication tending to take a more reductionist tack often concentrating on single signal parameters, and studies of visual communication tending to be more concerned with multivariate signal arrays in natural environments and higher level processing of such signals. Each research tradition would benefit by being more expansive in its approach.
The Use of Virtual Reality in Psychology: A Case Study in Visual Perception
Wilson, Christopher J.; Soranzo, Alessandro
2015-01-01
Recent proliferation of available virtual reality (VR) tools has seen increased use in psychological research. This is due to a number of advantages afforded over traditional experimental apparatus such as tighter control of the environment and the possibility of creating more ecologically valid stimulus presentation and response protocols. At the same time, higher levels of immersion and visual fidelity afforded by VR do not necessarily evoke presence or elicit a “realistic” psychological response. The current paper reviews some current uses for VR environments in psychological research and discusses some ongoing questions for researchers. Finally, we focus on the area of visual perception, where both the advantages and challenges of VR are particularly salient. PMID:26339281
Search Strategies of Visually Impaired Persons using a Camera Phone Wayfinding System
Manduchi, R.; Coughlan, J.; Ivanchenko, V.
2016-01-01
We report new experiments conducted using a camera phone wayfinding system, which is designed to guide a visually impaired user to machine-readable signs (such as barcodes) labeled with special color markers. These experiments specifically investigate search strategies of such users detecting, localizing and touching color markers that have been mounted in various ways in different environments: in a corridor (either flush with the wall or mounted perpendicular to it) or in a large room with obstacles between the user and the markers. The results show that visually impaired users are able to reliably find color markers in all the conditions that we tested, using search strategies that vary depending on the environment in which they are placed. PMID:26949755
Search Strategies of Visually Impaired Persons using a Camera Phone Wayfinding System.
Manduchi, R; Coughlan, J; Ivanchenko, V
2008-07-01
We report new experiments conducted using a camera phone wayfinding system, which is designed to guide a visually impaired user to machine-readable signs (such as barcodes) labeled with special color markers. These experiments specifically investigate search strategies of such users detecting, localizing and touching color markers that have been mounted in various ways in different environments: in a corridor (either flush with the wall or mounted perpendicular to it) or in a large room with obstacles between the user and the markers. The results show that visually impaired users are able to reliably find color markers in all the conditions that we tested, using search strategies that vary depending on the environment in which they are placed.
AWE: Aviation Weather Data Visualization Environment
NASA Technical Reports Server (NTRS)
Spirkovska, Lilly; Lodha, Suresh K.; Norvig, Peter (Technical Monitor)
2000-01-01
Weather is one of the major causes of aviation accidents. General aviation (GA) flights account for 92% of all the aviation accidents, In spite of all the official and unofficial sources of weather visualization tools available to pilots, there is an urgent need for visualizing several weather related data tailored for general aviation pilots. Our system, Aviation Weather Data Visualization Environment AWE), presents graphical displays of meteorological observations, terminal area forecasts, and winds aloft forecasts onto a cartographic grid specific to the pilot's area of interest. Decisions regarding the graphical display and design are made based on careful consideration of user needs. Integral visual display of these elements of weather reports is designed for the use of GA pilots as a weather briefing and route selection tool. AWE provides linking of the weather information to the flight's path and schedule. The pilot can interact with the system to obtain aviation-specific weather for the entire area or for his specific route to explore what-if scenarios and make "go/no-go" decisions. The system, as evaluated by some pilots at NASA Ames Research Center, was found to be useful.
Research on conflict detection algorithm in 3D visualization environment of urban rail transit line
NASA Astrophysics Data System (ADS)
Wang, Li; Xiong, Jing; You, Kuokuo
2017-03-01
In this paper, a method of collision detection is introduced, and the theory of three-dimensional modeling of underground buildings and urban rail lines is realized by rapidly extracting the buildings that are in conflict with the track area in the 3D visualization environment. According to the characteristics of the buildings, CSG and B-rep are used to model the buildings based on CSG and B-rep. On the basis of studying the modeling characteristics, this paper proposes to use the AABB level bounding volume method to detect the first conflict and improve the detection efficiency, and then use the triangular rapid intersection detection algorithm to detect the conflict, and finally determine whether the building collides with the track area. Through the algorithm of this paper, we can quickly extract buildings colliding with the influence area of the track line, so as to help the line design, choose the best route and calculate the cost of land acquisition in the three-dimensional visualization environment.
Simulation and animation of sensor-driven robots.
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.
NASA Astrophysics Data System (ADS)
Demir, I.
2013-12-01
Recent developments in web technologies make it easy to manage and visualize large data sets with general public. Novel visualization techniques and dynamic user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The floodplain simulation system is a web-based 3D interactive flood simulation environment to create real world flooding scenarios. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create and modify predefined scenarios, control environmental parameters, and evaluate flood mitigation techniques. The web-based simulation system provides an environment to children and adults learn about the flooding, flood damage, and effects of development and human activity in the floodplain. The system provides various scenarios customized to fit the age and education level of the users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various flooding and land use scenarios.
Jóhannesson, Ómar I.; Balan, Oana; Unnthorsson, Runar; Moldoveanu, Alin; Kristjánsson, Árni
2016-01-01
The Sound of Vision project involves developing a sensory substitution device that is aimed at creating and conveying a rich auditory representation of the surrounding environment to the visually impaired. However, the feasibility of such an approach is strongly constrained by neural flexibility, possibilities of sensory substitution and adaptation to changed sensory input. We review evidence for such flexibility from various perspectives. We discuss neuroplasticity of the adult brain with an emphasis on functional changes in the visually impaired compared to sighted people. We discuss effects of adaptation on brain activity, in particular short-term and long-term effects of repeated exposure to particular stimuli. We then discuss evidence for sensory substitution such as Sound of Vision involves, while finally discussing evidence for adaptation to changes in the auditory environment. We conclude that sensory substitution enterprises such as Sound of Vision are quite feasible in light of the available evidence, which is encouraging regarding such projects. PMID:27355966
A Model of Generating Visual Place Cells Based on Environment Perception and Similar Measure.
Zhou, Yang; Wu, Dewei
2016-01-01
It is an important content to generate visual place cells (VPCs) in the field of bioinspired navigation. By analyzing the firing characteristic of biological place cells and the existing methods for generating VPCs, a model of generating visual place cells based on environment perception and similar measure is abstracted in this paper. VPCs' generation process is divided into three phases, including environment perception, similar measure, and recruiting of a new place cell. According to this process, a specific method for generating VPCs is presented. External reference landmarks are obtained based on local invariant characteristics of image and a similar measure function is designed based on Euclidean distance and Gaussian function. Simulation validates the proposed method is available. The firing characteristic of the generated VPCs is similar to that of biological place cells, and VPCs' firing fields can be adjusted flexibly by changing the adjustment factor of firing field (AFFF) and firing rate's threshold (FRT).
A Model of Generating Visual Place Cells Based on Environment Perception and Similar Measure
2016-01-01
It is an important content to generate visual place cells (VPCs) in the field of bioinspired navigation. By analyzing the firing characteristic of biological place cells and the existing methods for generating VPCs, a model of generating visual place cells based on environment perception and similar measure is abstracted in this paper. VPCs' generation process is divided into three phases, including environment perception, similar measure, and recruiting of a new place cell. According to this process, a specific method for generating VPCs is presented. External reference landmarks are obtained based on local invariant characteristics of image and a similar measure function is designed based on Euclidean distance and Gaussian function. Simulation validates the proposed method is available. The firing characteristic of the generated VPCs is similar to that of biological place cells, and VPCs' firing fields can be adjusted flexibly by changing the adjustment factor of firing field (AFFF) and firing rate's threshold (FRT). PMID:27597859
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.
ERIC Educational Resources Information Center
Caglayan, Günhan
2015-01-01
Despite few limitations, GeoGebra as a dynamic geometry software stood as a powerful instrument in helping university math majors understand, explore, and gain experiences in visualizing the limits of functions and the ?-d formalism. During the process of visualizing a theorem, the order mattered in the sequence of constituents. Students made use…
ERIC Educational Resources Information Center
Carrington, Suzanne; Allen, Kate; Osmolowski, Daniel
2007-01-01
This paper reports on a project that involved Australian secondary school students working as participatory researchers in collaboration with a researcher and two teachers. Research methodology using visual narrative techniques provided the students with a conceptual lens to view their school community. The examples of visual narrative shared in…
From a Gloss to a Learning Tool: Does Visual Aids Enhance Better Sentence Comprehension?
ERIC Educational Resources Information Center
Sato, Takeshi; Suzuki, Akio
2012-01-01
The aim of this study is to optimize CALL environments as a learning tool rather than a gloss, focusing on the learning of polysemous words which refer to spatial relationship between objects. A lot of research has already been conducted to examine the efficacy of visual glosses while reading L2 texts and has reported that visual glosses can be…
Guidance of visual search by memory and knowledge.
Hollingworth, Andrew
2012-01-01
To behave intelligently in the world, humans must be able to find objects efficiently within the complex environments they inhabit. A growing proportion of the literature on visual search is devoted to understanding this type of natural search. In the present chapter, I review the literature on visual search through natural scenes, focusing on the role of memory and knowledge in guiding attention to task-relevant objects.
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.
Visualizing the process of interaction in a 3D environment
NASA Astrophysics Data System (ADS)
Vaidya, Vivek; Suryanarayanan, Srikanth; Krishnan, Kajoli; Mullick, Rakesh
2007-03-01
As the imaging modalities used in medicine transition to increasingly three-dimensional data the question of how best to interact with and analyze this data becomes ever more pressing. Immersive virtual reality systems seem to hold promise in tackling this, but how individuals learn and interact in these environments is not fully understood. Here we will attempt to show some methods in which user interaction in a virtual reality environment can be visualized and how this can allow us to gain greater insight into the process of interaction/learning in these systems. Also explored is the possibility of using this method to improve understanding and management of ergonomic issues within an interface.
Hybrid 3D reconstruction and image-based rendering techniques for reality modeling
NASA Astrophysics Data System (ADS)
Sequeira, Vitor; Wolfart, Erik; Bovisio, Emanuele; Biotti, Ester; Goncalves, Joao G. M.
2000-12-01
This paper presents a component approach that combines in a seamless way the strong features of laser range acquisition with the visual quality of purely photographic approaches. The relevant components of the system are: (i) Panoramic images for distant background scenery where parallax is insignificant; (ii) Photogrammetry for background buildings and (iii) High detailed laser based models for the primary environment, structure of exteriors of buildings and interiors of rooms. These techniques have a wide range of applications in visualization, virtual reality, cost effective as-built analysis of architectural and industrial environments, building facilities management, real-estate, E-commerce, remote inspection of hazardous environments, TV production and many others.
The persistence of the attentional bias to regularities in a changing environment.
Yu, Ru Qi; Zhao, Jiaying
2015-10-01
The environment often is stable, but some aspects may change over time. The challenge for the visual system is to discover and flexibly adapt to the changes. We examined how attention is shifted in the presence of changes in the underlying structure of the environment. In six experiments, observers viewed four simultaneous streams of objects while performing a visual search task. In the first half of each experiment, the stream in the structured location contained regularities, the shapes in the random location were randomized, and gray squares appeared in two neutral locations. In the second half, the stream in the structured or the random location may change. In the first half of all experiments, visual search was facilitated in the structured location, suggesting that attention was consistently biased toward regularities. In the second half, this bias persisted in the structured location when no change occurred (Experiment 1), when the regularities were removed (Experiment 2), or when new regularities embedded in the original or novel stimuli emerged in the previously random location (Experiments 3 and 6). However, visual search was numerically but no longer reliably faster in the structured location when the initial regularities were removed and new regularities were introduced in the previously random location (Experiment 4), or when novel random stimuli appeared in the random location (Experiment 5). This suggests that the attentional bias was weakened. Overall, the results demonstrate that the attentional bias to regularities was persistent but also sensitive to changes in the environment.
A survey of simultaneous localization and mapping on unstructured lunar complex environment
NASA Astrophysics Data System (ADS)
Wang, Yiqiao; Zhang, Wei; An, Pei
2017-10-01
Simultaneous localization and mapping (SLAM) technology is the key to realizing lunar rover's intelligent perception and autonomous navigation. It embodies the autonomous ability of mobile robot, and has attracted plenty of concerns of researchers in the past thirty years. Visual sensors are meaningful to SLAM research because they can provide a wealth of information. Visual SLAM uses merely images as external information to estimate the location of the robot and construct the environment map. Nowadays, SLAM technology still has problems when applied in large-scale, unstructured and complex environment. Based on the latest technology in the field of visual SLAM, this paper investigates and summarizes the SLAM technology using in the unstructured complex environment of lunar surface. In particular, we focus on summarizing and comparing the detection and matching of features of SIFT, SURF and ORB, in the meanwhile discussing their advantages and disadvantages. We have analyzed the three main methods: SLAM Based on Extended Kalman Filter, SLAM Based on Particle Filter and SLAM Based on Graph Optimization (EKF-SLAM, PF-SLAM and Graph-based SLAM). Finally, this article summarizes and discusses the key scientific and technical difficulties in the lunar context that Visual SLAM faces. At the same time, we have explored the frontier issues such as multi-sensor fusion SLAM and multi-robot cooperative SLAM technology. We also predict and prospect the development trend of lunar rover SLAM technology, and put forward some ideas of further research.
Orientation and disorientation in aviation
2013-01-01
On the ground, the essential requirement to remain orientated is a largely unconscious activity. In flight, orientation requires a conscious effort by the pilot particularly when the visual environment becomes degraded and a deceptive force environment becomes the frame of reference. Furthermore, an unusual force environment can determine the apparent location of objects within a limited visual scene, sometimes with disastrous consequences. This review outlines the sources of pilot disorientation that arise from the visual and force environment of flight and their interaction. It challenges the value of the traditional illusion-based approach to the subject both to aircrew and to surveys of disorientation. Also, it questions the emphasis on the shortcomings of vestibular function as the physiological basis for disorientation. While military accidents from all causes have shown a decline, there has been no corresponding reduction in accidents involving disorientation, 85% of which are the results of unrecognised disorientation. This finding has implications for the way in which pilots are taught about disorientation in the interest of enhanced flight safety. It argues for a greater use of conventional fixed base simulators to create disorientating scenarios rather than complex motion devices to create unusual sensations. PMID:23849216
Visual Presentation Effects on Identification of Multiple Environmental Sounds
Masakura, Yuko; Ichikawa, Makoto; Shimono, Koichi; Nakatsuka, Reio
2016-01-01
This study examined how the contents and timing of a visual stimulus affect the identification of mixed sounds recorded in a daily life environment. For experiments, we presented four environment sounds as auditory stimuli for 5 s along with a picture or a written word as a visual stimulus that might or might not denote the source of one of the four sounds. Three conditions of temporal relations between the visual stimuli and sounds were used. The visual stimulus was presented either: (a) for 5 s simultaneously with the sound; (b) for 5 s, 1 s before the sound (SOA between the audio and visual stimuli was 6 s); or (c) for 33 ms, 1 s before the sound (SOA was 1033 ms). Participants reported all identifiable sounds for those audio–visual stimuli. To characterize the effects of visual stimuli on sound identification, the following were used: the identification rates of sounds for which the visual stimulus denoted its sound source, the rates of other sounds for which the visual stimulus did not denote the sound source, and the frequency of false hearing of a sound that was not presented for each sound set. Results of the four experiments demonstrated that a picture or a written word promoted identification of the sound when it was related to the sound, particularly when the visual stimulus was presented for 5 s simultaneously with the sounds. However, a visual stimulus preceding the sounds had a benefit only for the picture, not for the written word. Furthermore, presentation with a picture denoting a sound simultaneously with the sound reduced the frequency of false hearing. These results suggest three ways that presenting a visual stimulus affects identification of the auditory stimulus. First, activation of the visual representation extracted directly from the picture promotes identification of the denoted sound and suppresses the processing of sounds for which the visual stimulus did not denote the sound source. Second, effects based on processing of the conceptual information promote identification of the denoted sound and suppress the processing of sounds for which the visual stimulus did not denote the sound source. Third, processing of the concurrent visual representation suppresses false hearing. PMID:26973478
Wu, Yu-Tzu; Nash, Paul; Barnes, Linda E; Minett, Thais; Matthews, Fiona E; Jones, Andy; Brayne, Carol
2014-10-22
An association between depressive symptoms and features of built environment has been reported in the literature. A remaining research challenge is the development of methods to efficiently capture pertinent environmental features in relevant study settings. Visual streetscape images have been used to replace traditional physical audits and directly observe the built environment of communities. The aim of this work is to examine the inter-method reliability of the two audit methods for assessing community environments with a specific focus on physical features related to mental health. Forty-eight postcodes in urban and rural areas of Cambridgeshire, England were randomly selected from an alphabetical list of streets hosted on a UK property website. The assessment was conducted in July and August 2012 by both physical and visual image audits based on the items in Residential Environment Assessment Tool (REAT), an observational instrument targeting the micro-scale environmental features related to mental health in UK postcodes. The assessor used the images of Google Street View and virtually "walked through" the streets to conduct the property and street level assessments. Gwet's AC1 coefficients and Bland-Altman plots were used to compare the concordance of two audits. The results of conducting the REAT by visual image audits generally correspond to direct observations. More variations were found in property level items regarding physical incivilities, with broad limits of agreement which importantly lead to most of the variation in the overall REAT score. Postcodes in urban areas had lower consistency between the two methods than rural areas. Google Street View has the potential to assess environmental features related to mental health with fair reliability and provide a less resource intense method of assessing community environments than physical audits.
NASA Astrophysics Data System (ADS)
Hiatt, Keith L.; Rash, Clarence E.
2011-06-01
Background: Army Aviators rely on the ANVIS for night operations. Human factors literature notes that the ANVIS man-machine interface results in reports of visual and spinal complaints. This is the first study that has looked at these issues in the much harsher combat environment. Last year, the authors reported on the statistically significant (p<0.01) increased complaints of visual discomfort, degraded visual cues, and incidence of static and dynamic visual illusions in the combat environment [Proc. SPIE, Vol. 7688, 76880G (2010)]. In this paper we present the findings regarding increased spinal complaints and other man-machine interface issues found in the combat environment. Methods: A survey was administered to Aircrew deployed in support of Operation Enduring Freedom (OEF). Results: 82 Aircrew (representing an aggregate of >89,000 flight hours of which >22,000 were with ANVIS) participated. Analysis demonstrated high complaints of almost all levels of back and neck pain. Additionally, the use of body armor and other Aviation Life Support Equipment (ALSE) caused significant ergonomic complaints when used with ANVIS. Conclusions: ANVIS use in a combat environment resulted in higher and different types of reports of spinal symptoms and other man-machine interface issues over what was previously reported. Data from this study may be more operationally relevant than that of the peacetime literature as it is derived from actual combat and not from training flights, and it may have important implications about making combat predictions based on performance in training scenarios. Notably, Aircrew remarked that they could not execute the mission without ANVIS and ALSE and accepted the degraded ergonomic environment.
Effect of a moving optical environment on the subjective median.
DOT National Transportation Integrated Search
1971-04-01
The placement of a point in the median vertical plane under the influence of a moving optical environment was tested in 12 subjects. It was found that the median plane was displaced in the same direction as the movement of the visual environment when...
40 CFR 280.62 - Initial abatement measures and site check.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 40 Protection of Environment 26 2010-07-01 2010-07-01 false Initial abatement measures and site check. 280.62 Section 280.62 Protection of Environment ENVIRONMENTAL PROTECTION AGENCY (CONTINUED) SOLID... to the environment; (2) Visually inspect any aboveground releases or exposed belowground releases and...
Note-Taking and Memory in Different Media Environments
ERIC Educational Resources Information Center
Lin, Lin; Bigenho, Chris
2011-01-01
Through this study the authors investigated undergraduate students' memory recall in three media environments with three note-taking options, following an A x B design with nine experiments. The three environments included no-distraction, auditory-distraction, and auditory-visual-distraction; while the three note-taking options included…
Filling gaps in visual motion for target capture
Bosco, Gianfranco; Delle Monache, Sergio; Gravano, Silvio; Indovina, Iole; La Scaleia, Barbara; Maffei, Vincenzo; Zago, Myrka; Lacquaniti, Francesco
2015-01-01
A remarkable challenge our brain must face constantly when interacting with the environment is represented by ambiguous and, at times, even missing sensory information. This is particularly compelling for visual information, being the main sensory system we rely upon to gather cues about the external world. It is not uncommon, for example, that objects catching our attention may disappear temporarily from view, occluded by visual obstacles in the foreground. Nevertheless, we are often able to keep our gaze on them throughout the occlusion or even catch them on the fly in the face of the transient lack of visual motion information. This implies that the brain can fill the gaps of missing sensory information by extrapolating the object motion through the occlusion. In recent years, much experimental evidence has been accumulated that both perceptual and motor processes exploit visual motion extrapolation mechanisms. Moreover, neurophysiological and neuroimaging studies have identified brain regions potentially involved in the predictive representation of the occluded target motion. Within this framework, ocular pursuit and manual interceptive behavior have proven to be useful experimental models for investigating visual extrapolation mechanisms. Studies in these fields have pointed out that visual motion extrapolation processes depend on manifold information related to short-term memory representations of the target motion before the occlusion, as well as to longer term representations derived from previous experience with the environment. We will review recent oculomotor and manual interception literature to provide up-to-date views on the neurophysiological underpinnings of visual motion extrapolation. PMID:25755637
Filling gaps in visual motion for target capture.
Bosco, Gianfranco; Monache, Sergio Delle; Gravano, Silvio; Indovina, Iole; La Scaleia, Barbara; Maffei, Vincenzo; Zago, Myrka; Lacquaniti, Francesco
2015-01-01
A remarkable challenge our brain must face constantly when interacting with the environment is represented by ambiguous and, at times, even missing sensory information. This is particularly compelling for visual information, being the main sensory system we rely upon to gather cues about the external world. It is not uncommon, for example, that objects catching our attention may disappear temporarily from view, occluded by visual obstacles in the foreground. Nevertheless, we are often able to keep our gaze on them throughout the occlusion or even catch them on the fly in the face of the transient lack of visual motion information. This implies that the brain can fill the gaps of missing sensory information by extrapolating the object motion through the occlusion. In recent years, much experimental evidence has been accumulated that both perceptual and motor processes exploit visual motion extrapolation mechanisms. Moreover, neurophysiological and neuroimaging studies have identified brain regions potentially involved in the predictive representation of the occluded target motion. Within this framework, ocular pursuit and manual interceptive behavior have proven to be useful experimental models for investigating visual extrapolation mechanisms. Studies in these fields have pointed out that visual motion extrapolation processes depend on manifold information related to short-term memory representations of the target motion before the occlusion, as well as to longer term representations derived from previous experience with the environment. We will review recent oculomotor and manual interception literature to provide up-to-date views on the neurophysiological underpinnings of visual motion extrapolation.
How to avoid simulation sickness in virtual environments during user displacement
NASA Astrophysics Data System (ADS)
Kemeny, A.; Colombet, F.; Denoual, T.
2015-03-01
Driving simulation (DS) and Virtual Reality (VR) share the same technologies for visualization and 3D vision and may use the same technics for head movement tracking. They experience also similar difficulties when rendering the displacements of the observer in virtual environments, especially when these displacements are carried out using driver commands, including steering wheels, joysticks and nomad devices. High values for transport delay, the time lag between the action and the corresponding rendering cues and/or visual-vestibular conflict, due to the discrepancies perceived by the human visual and vestibular systems when driving or displacing using a control device, induces the so-called simulation sickness. While the visual transport delay can be efficiently reduced using high frequency frame rate, the visual-vestibular conflict is inherent to VR, when not using motion platforms. In order to study the impact of displacements on simulation sickness, we have tested various driving scenarios in Renault's 5-sided ultra-high resolution CAVE. First results indicate that low speed displacements with longitudinal and lateral accelerations under a given perception thresholds are well accepted by a large number of users and relatively high values are only accepted by experienced users and induce VR induced symptoms and effects (VRISE) for novice users, with a worst case scenario corresponding to rotational displacements. These results will be used for optimization technics at Arts et Métiers ParisTech for motion sickness reduction in virtual environments for industrial, research, educational or gaming applications.
Digitization and Visualization of Greenhouse Tomato Plants in Indoor Environments
Li, Dawei; Xu, Lihong; Tan, Chengxiang; Goodman, Erik D.; Fu, Daichang; Xin, Longjiao
2015-01-01
This paper is concerned with the digitization and visualization of potted greenhouse tomato plants in indoor environments. For the digitization, an inexpensive and efficient commercial stereo sensor—a Microsoft Kinect—is used to separate visual information about tomato plants from background. Based on the Kinect, a 4-step approach that can automatically detect and segment stems of tomato plants is proposed, including acquisition and preprocessing of image data, detection of stem segments, removing false detections and automatic segmentation of stem segments. Correctly segmented texture samples including stems and leaves are then stored in a texture database for further usage. Two types of tomato plants—the cherry tomato variety and the ordinary variety are studied in this paper. The stem detection accuracy (under a simulated greenhouse environment) for the cherry tomato variety is 98.4% at a true positive rate of 78.0%, whereas the detection accuracy for the ordinary variety is 94.5% at a true positive of 72.5%. In visualization, we combine L-system theory and digitized tomato organ texture data to build realistic 3D virtual tomato plant models that are capable of exhibiting various structures and poses in real time. In particular, we also simulate the growth process on virtual tomato plants by exerting controls on two L-systems via parameters concerning the age and the form of lateral branches. This research may provide useful visual cues for improving intelligent greenhouse control systems and meanwhile may facilitate research on artificial organisms. PMID:25675284
Digitization and visualization of greenhouse tomato plants in indoor environments.
Li, Dawei; Xu, Lihong; Tan, Chengxiang; Goodman, Erik D; Fu, Daichang; Xin, Longjiao
2015-02-10
This paper is concerned with the digitization and visualization of potted greenhouse tomato plants in indoor environments. For the digitization, an inexpensive and efficient commercial stereo sensor-a Microsoft Kinect-is used to separate visual information about tomato plants from background. Based on the Kinect, a 4-step approach that can automatically detect and segment stems of tomato plants is proposed, including acquisition and preprocessing of image data, detection of stem segments, removing false detections and automatic segmentation of stem segments. Correctly segmented texture samples including stems and leaves are then stored in a texture database for further usage. Two types of tomato plants-the cherry tomato variety and the ordinary variety are studied in this paper. The stem detection accuracy (under a simulated greenhouse environment) for the cherry tomato variety is 98.4% at a true positive rate of 78.0%, whereas the detection accuracy for the ordinary variety is 94.5% at a true positive of 72.5%. In visualization, we combine L-system theory and digitized tomato organ texture data to build realistic 3D virtual tomato plant models that are capable of exhibiting various structures and poses in real time. In particular, we also simulate the growth process on virtual tomato plants by exerting controls on two L-systems via parameters concerning the age and the form of lateral branches. This research may provide useful visual cues for improving intelligent greenhouse control systems and meanwhile may facilitate research on artificial organisms.
Training to Facilitate Adaptation to Novel Sensory Environments
NASA Technical Reports Server (NTRS)
Bloomberg, J. J.; Peters, B. T.; Mulavara, A. P.; Brady, R. A.; Batson, C. D.; Ploutz-Snyder, R. J.; Cohen, H. S.
2010-01-01
After spaceflight, the process of readapting to Earth s gravity causes locomotor dysfunction. We are developing a gait training countermeasure to facilitate adaptive responses in locomotor function. Our training system is comprised of a treadmill placed on a motion-base facing a virtual visual scene that provides an unstable walking surface combined with incongruent visual flow designed to train subjects to rapidly adapt their gait patterns to changes in the sensory environment. The goal of our present study was to determine if training improved both the locomotor and dual-tasking ability responses to a novel sensory environment and to quantify the retention of training. Subjects completed three, 30-minute training sessions during which they walked on the treadmill while receiving discordant support surface and visual input. Control subjects walked on the treadmill without any support surface or visual alterations. To determine the efficacy of training, all subjects were then tested using a novel visual flow and support surface movement not previously experienced during training. This test was performed 20 minutes, 1 week, and 1, 3, and 6 months after the final training session. Stride frequency and auditory reaction time were collected as measures of postural stability and cognitive effort, respectively. Subjects who received training showed less alteration in stride frequency and auditory reaction time compared to controls. Trained subjects maintained their level of performance over 6 months. We conclude that, with training, individuals became more proficient at walking in novel discordant sensorimotor conditions and were able to devote more attention to competing tasks.
Kojima, Takashi; Matsumoto, Yukihiro; Ibrahim, Osama M A; Wakamatsu, Tais Hitomi; Uchino, Miki; Fukagawa, Kazumi; Ogawa, Junko; Dogru, Murat; Negishi, Kazuno; Tsubota, Kazuo
2011-11-11
To prospectively evaluate the effect of controlled adverse chamber environment (CACE) exposure on tear function, including tear osmolarity, in subjects wearing narafilcon A versus those wearing etafilcon A soft contact lens (SCL). Thirty-one healthy subjects with no history of contact lens wear (13 women, 18 men; average age, 30.5 ± 6.5 years) were randomly divided into age- and sex-matched groups (15 subjects wearing narafilcon A SCL; 16 subjects wearing etafilcon A SCL) and entered a CACE for 20 minutes. All subjects underwent tear osmolarity, tear evaporation rate, strip meniscometry, tear film breakup time, fluorescein vital staining, and functional visual acuity measurement before and after exposure to the controlled adverse chamber. The mean blink rate increased with significant deteriorations in the mean symptom VAS scores, mean tear osmolarity, tear evaporation rate, strip meniscometry score, and tear stability with CACE exposure along with a decrease in visual maintenance ratio in functional visual acuity testing in etafilcon A wearers. The mean symptom VAS scores, mean tear evaporation rate, tear stability, blink rates, and visual maintenance ratios did not change significantly in narafilcon A wearers after CACE exposure. This study suggested marked tear instability, higher tear osmolarity, and increased tear evaporation with marked dry eye and visual symptomatology in nonadapted hydrogel SCL wearers, suggesting that silicone hydrogel SCLs may be suitable for persons who live and work in cool, low-humidity, and windy environments, as tested in this study.
SimITK: rapid ITK prototyping using the Simulink visual programming environment
NASA Astrophysics Data System (ADS)
Dickinson, A. W. L.; Mousavi, P.; Gobbi, D. G.; Abolmaesumi, P.
2011-03-01
The Insight Segmentation and Registration Toolkit (ITK) is a long-established, software package used for image analysis, visualization, and image-guided surgery applications. This package is a collection of C++ libraries, that can pose usability problems for users without C++ programming experience. To bridge the gap between the programming complexities and the required learning curve of ITK, we present a higher-level visual programming environment that represents ITK methods and classes by wrapping them into "blocks" within MATLAB's visual programming environment, Simulink. These blocks can be connected to form workflows: visual schematics that closely represent the structure of a C++ program. Due to the heavily C++ templated nature of ITK, direct interaction between Simulink and ITK requires an intermediary to convert their respective datatypes and allow intercommunication. We have developed a "Virtual Block" that serves as an intermediate wrapper around the ITK class and is responsible for resolving the templated datatypes used by ITK to native types used by Simulink. Presently, the wrapping procedure for SimITK is semi-automatic in that it requires XML descriptions of the ITK classes as a starting point, as this data is used to create all other necessary integration files. The generation of all source code and object code from the XML is done automatically by a CMake build script that yields Simulink blocks as the final result. An example 3D segmentation workflow using cranial-CT data as well as a 3D MR-to-CT registration workflow are presented as a proof-of-concept.
Real-time visual mosaicking and navigation on the seafloor
NASA Astrophysics Data System (ADS)
Richmond, Kristof
Remote robotic exploration holds vast potential for gaining knowledge about extreme environments accessible to humans only with great difficulty. Robotic explorers have been sent to other solar system bodies, and on this planet into inaccessible areas such as caves and volcanoes. In fact, the largest unexplored land area on earth lies hidden in the airless cold and intense pressure of the ocean depths. Exploration in the oceans is further hindered by water's high absorption of electromagnetic radiation, which both inhibits remote sensing from the surface, and limits communications with the bottom. The Earth's oceans thus provide an attractive target for developing remote exploration capabilities. As a result, numerous robotic vehicles now routinely survey this environment, from remotely operated vehicles piloted over tethers from the surface to torpedo-shaped autonomous underwater vehicles surveying the mid-waters. However, these vehicles are limited in their ability to navigate relative to their environment. This limits their ability to return to sites with precision without the use of external navigation aids, and to maneuver near and interact with objects autonomously in the water and on the sea floor. The enabling of environment-relative positioning on fully autonomous underwater vehicles will greatly extend their power and utility for remote exploration in the furthest reaches of the Earth's waters---even under ice and under ground---and eventually in extraterrestrial liquid environments such as Europa's oceans. This thesis presents an operational, fielded system for visual navigation of underwater robotic vehicles in unexplored areas of the seafloor. The system does not depend on external sensing systems, using only instruments on board the vehicle. As an area is explored, a camera is used to capture images and a composite view, or visual mosaic, of the ocean bottom is created in real time. Side-to-side visual registration of images is combined with dead-reckoned navigation information in a framework allowing the creation and updating of large, locally consistent mosaics. These mosaics are used as maps in which the vehicle can navigate and localize itself with respect to points in the environment. The system achieves real-time performance in several ways. First, wherever possible, direct sensing of motion parameters is used in place of extracting them from visual data. Second, trajectories are chosen to enable a hierarchical search for side-to-side links which limits the amount of searching performed without sacrificing robustness. Finally, the map estimation is formulated as a sparse, linear information filter allowing rapid updating of large maps. The visual navigation enabled by the work in this thesis represents a new capability for remotely operated vehicles, and an enabling capability for a new generation of autonomous vehicles which explore and interact with remote, unknown and unstructured underwater environments. The real-time mosaic can be used on current tethered vehicles to create pilot aids and provide a vehicle user with situational awareness of the local environment and the position of the vehicle within it. For autonomous vehicles, the visual navigation system enables precise environment-relative positioning and mapping, without requiring external navigation systems, opening the way for ever-expanding autonomous exploration capabilities. The utility of this system was demonstrated in the field at sites of scientific interest using the ROVs Ventana and Tiburon operated by the Monterey Bay Aquarium Research Institute. A number of sites in and around Monterey Bay, California were mosaicked using the system, culminating in a complete imaging of the wreck site of the USS Macon , where real-time visual mosaics containing thousands of images were generated while navigating using only sensor systems on board the vehicle.
Hemphälä, Hillevi; Eklund, Jörgen
2012-01-01
Visual requirements are high when sorting mail. The purpose of this visual ergonomics intervention study was to evaluate the visual environment in mail sorting facilities and to explore opportunities for improving the work situation by reducing visual strain, improving the visual work environment and reducing mail sorting time. Twenty-seven postmen/women participated in a pre-intervention study, which included questionnaires on their experiences of light, visual ergonomics, health, and musculoskeletal symptoms. Measurements of lighting conditions and productivity were also performed along with eye examinations of the postmen/women. The results from the pre-intervention study showed that the postmen/women who suffered from eyestrain had a higher prevalence of musculoskeletal disorders (MSD) and sorted slower, than those without eyestrain. Illuminance and illuminance uniformity improved as a result of the intervention. The two post-intervention follow-ups showed a higher prevalence of MSD among the postmen/women with eyestrain than among those without. The previous differences in sorting time for employees with and without eyestrain disappeared. After the intervention, the postmen/women felt better in general, experienced less work induced stress, and considered that the total general lighting had improved. The most pronounced decreases in eyestrain, MSD, and mail sorting time were seen among the younger participants of the group. Copyright © 2011 Elsevier Ltd and The Ergonomics Society. All rights reserved.
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.
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.
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.
Weighted feature selection criteria for visual servoing of a telerobot
NASA Technical Reports Server (NTRS)
Feddema, John T.; Lee, C. S. G.; Mitchell, O. R.
1989-01-01
Because of the continually changing environment of a space station, visual feedback is a vital element of a telerobotic system. A real time visual servoing system would allow a telerobot to track and manipulate randomly moving objects. Methodologies for the automatic selection of image features to be used to visually control the relative position between an eye-in-hand telerobot and a known object are devised. A weighted criteria function with both image recognition and control components is used to select the combination of image features which provides the best control. Simulation and experimental results of a PUMA robot arm visually tracking a randomly moving carburetor gasket with a visual update time of 70 milliseconds are discussed.
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.
Space Environmental Effects on Colored Coatings and Anodizes
NASA Technical Reports Server (NTRS)
Kamenetzky, Rachel R.; Finckenor, Miria M.; Vaughn, Jason A.
1999-01-01
Colored coatings and anodizes are used on spacecraft as markers and astronaut visual aids. These materials must be stable in the space environment and withstand atomic oxygen, ultraviolet radiation, particulate radiation, thermal cycling, and high vacuum without significant change in optical and mechanical properties. A variety of colored coatings and anodizes have been exposed to simulated space environments at Marshall Space Flight Center and also actual space environment as part of the Passive Optical Sample Assembly (POSA) - I flight experiment. Colored coatings were developed by AZ Technology, Huntsville, AL, under a NASA contract for International Space Station (ISS). These include yellow, red, blue, and black paints suitable for Extra-Vehicular Activity (EVA) visual aids and ISS emblems. AaChron, Inc., Minneapolis, MN, developed stable colored anodizes, also in yellow, red, blue, and black, for astronaut visual aids. These coatings were exposed in the laboratory to approximately 550 equivalent sun-hours of solar ultraviolet radiation and approximately 1 x 10(exp 21) atoms/sq cm of atomic oxygen in vacuum. The AZ Technology yellow colored coating, designated TMS800IY, and all four AaChron colored anodizes were flown on POSA-I. POSA-I was a Risk Mitigation Experiment for ISS. It was attached to the exterior of the Mir space station docking module by EVA and was exposed for 18 months. The laboratory-simulated space environment, the natural space environment and the unique environment of an orbiting, active space station and their effects on these developmental materials are discussed.
Visualization of volumetric seismic data
NASA Astrophysics Data System (ADS)
Spickermann, Dela; Böttinger, Michael; Ashfaq Ahmed, Khawar; Gajewski, Dirk
2015-04-01
Mostly driven by demands of high quality subsurface imaging, highly specialized tools and methods have been developed to support the processing, visualization and interpretation of seismic data. 3D seismic data acquisition and 4D time-lapse seismic monitoring are well-established techniques in academia and industry, producing large amounts of data to be processed, visualized and interpreted. In this context, interactive 3D visualization methods proved to be valuable for the analysis of 3D seismic data cubes - especially for sedimentary environments with continuous horizons. In crystalline and hard rock environments, where hydraulic stimulation techniques may be applied to produce geothermal energy, interpretation of the seismic data is a more challenging problem. Instead of continuous reflection horizons, the imaging targets are often steep dipping faults, causing a lot of diffractions. Without further preprocessing these geological structures are often hidden behind the noise in the data. In this PICO presentation we will present a workflow consisting of data processing steps, which enhance the signal-to-noise ratio, followed by a visualization step based on the use the commercially available general purpose 3D visualization system Avizo. Specifically, we have used Avizo Earth, an extension to Avizo, which supports the import of seismic data in SEG-Y format and offers easy access to state-of-the-art 3D visualization methods at interactive frame rates, even for large seismic data cubes. In seismic interpretation using visualization, interactivity is a key requirement for understanding complex 3D structures. In order to enable an easy communication of the insights gained during the interactive visualization process, animations of the visualized data were created which support the spatial understanding of the data.
Vinken, Kasper; Vogels, Rufin; Op de Beeck, Hans
2017-03-20
From an ecological point of view, it is generally suggested that the main goal of vision in rats and mice is navigation and (aerial) predator evasion [1-3]. The latter requires fast and accurate detection of a change in the visual environment. An outstanding question is whether there are mechanisms in the rodent visual system that would support and facilitate visual change detection. An experimental protocol frequently used to investigate change detection in humans is the oddball paradigm, in which a rare, unexpected stimulus is presented in a train of stimulus repetitions [4]. A popular "predictive coding" theory of cortical responses states that neural responses should decrease for expected sensory input and increase for unexpected input [5, 6]. Despite evidence for response suppression and enhancement in noninvasive scalp recordings in humans with this paradigm [7, 8], it has proven challenging to observe both phenomena in invasive action potential recordings in other animals [9-11]. During a visual oddball experiment, we recorded multi-unit spiking activity in rat primary visual cortex (V1) and latero-intermediate area (LI), which is a higher area of the rodent ventral visual stream. In rat V1, there was only evidence for response suppression related to stimulus-specific adaptation, and not for response enhancement. However, higher up in area LI, spiking activity showed clear surprise-based response enhancement in addition to stimulus-specific adaptation. These results show that neural responses along the rat ventral visual stream become increasingly sensitive to changes in the visual environment, suggesting a system specialized in the detection of unexpected events. Copyright © 2017 Elsevier Ltd. All rights reserved.
Effects of the road environment on the development of driver sleepiness in young male drivers.
Ahlström, Christer; Anund, Anna; Fors, Carina; Åkerstedt, Torbjörn
2018-03-01
Latent driver sleepiness may in some cases be masked by for example social interaction, stress and physical activity. This short-term modulation of sleepiness may also result from environmental factors, such as when driving in stimulating environments. The aim of this study is to compare two road environments and investigate how they affect driver sleepiness. Thirty young male drivers participated in a driving simulator experiment where they drove two scenarios: a rural environment with winding roads and low traffic density, and a suburban road with higher traffic density and a more built-up roadside environment. The driving task was essentially the same in both scenarios, i.e. to stay on the road, without much interaction with other road users. A 2 × 2 design, with the conditions rural versus suburban, and daytime (full sleep) versus night-time (sleep deprived), was used. The results show that there were only minor effects of the road environment on subjective and physiological indicators of sleepiness. In contrast, there was an increase in subjective sleepiness, longer blink durations and increased EEG alpha content, both due to time on task and to night-time driving. The two road environments differed both in terms of the demand on driver action and of visual load, and the results indicate that action demand is the more important of the two factors. The notion that driver fatigue should be countered in a more stimulating visual environment such as in the city is thus more likely due to increased task demand rather than to a richer visual scenery. This should be investigated in further studies. Copyright © 2018 Elsevier Ltd. All rights reserved.
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).
Serchi, V; Peruzzi, A; Cereatti, A; Della Croce, U
2016-01-01
The knowledge of the visual strategies adopted while walking in cognitively engaging environments is extremely valuable. Analyzing gaze when a treadmill and a virtual reality environment are used as motor rehabilitation tools is therefore critical. Being completely unobtrusive, remote eye-trackers are the most appropriate way to measure the point of gaze. Still, the point of gaze measurements are affected by experimental conditions such as head range of motion and visual stimuli. This study assesses the usability limits and measurement reliability of a remote eye-tracker during treadmill walking while visual stimuli are projected. During treadmill walking, the head remained within the remote eye-tracker workspace. Generally, the quality of the point of gaze measurements declined as the distance from the remote eye-tracker increased and data loss occurred for large gaze angles. The stimulus location (a dot-target) did not influence the point of gaze accuracy, precision, and trackability during both standing and walking. Similar results were obtained when the dot-target was replaced by a static or moving 2D target and "region of interest" analysis was applied. These findings foster the feasibility of the use of a remote eye-tracker for the analysis of gaze during treadmill walking in virtual reality environments.
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.
A new user-friendly visual environment for breast MRI data analysis.
Antonios, Danelakis; Dimitrios, Verganelakis A; Theoharis, Theoharis
2013-06-01
In this paper a novel, user friendly visual environment for Breast MRI Data Analysis is presented (BreDAn). Given planar MRI images before and after IV contrast medium injection, BreDAn generates kinematic graphs, color maps of signal increase and decrease and finally detects high risk breast areas. The advantage of BreDAn, which has been validated and tested successfully, is the automation of the radiodiagnostic process in an accurate and reliable manner. It can potentially facilitate radiologists' workload. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
Visualization and Analytics Software Tools for Peregrine System |
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
Meneghetti, Chiara; Labate, Enia; Pazzaglia, Francesca; Hamilton, Colin; Gyselinck, Valérie
2017-05-01
This study examines the involvement of spatial and visual working memory (WM) in the construction of flexible spatial models derived from survey and route descriptions. Sixty young adults listened to environment descriptions, 30 from a survey perspective and the other 30 from a route perspective, while they performed spatial (spatial tapping [ST]) and visual (dynamic visual noise [DVN]) secondary tasks - believed to overload the spatial and visual working memory (WM) components, respectively - or no secondary task (control, C). Their mental representations of the environment were tested by free recall and a verification test with both route and survey statements. Results showed that, for both recall tasks, accuracy was worse in the ST than in the C or DVN conditions. In the verification test, the effect of both ST and DVN was a decreasing accuracy for sentences testing spatial relations from the opposite perspective to the one learnt than if the perspective was the same; only ST had a stronger interference effect than the C condition for sentences from the opposite perspective from the one learnt. Overall, these findings indicate that both visual and spatial WM, and especially the latter, are involved in the construction of perspective-flexible spatial models. © 2016 The British Psychological Society.
Telerobotic Haptic Exploration in Art Galleries and Museums for Individuals with Visual Impairments.
Park, Chung Hyuk; Ryu, Eun-Seok; Howard, Ayanna M
2015-01-01
This paper presents a haptic telepresence system that enables visually impaired users to explore locations with rich visual observation such as art galleries and museums by using a telepresence robot, a RGB-D sensor (color and depth camera), and a haptic interface. The recent improvement on RGB-D sensors has enabled real-time access to 3D spatial information in the form of point clouds. However, the real-time representation of this data in the form of tangible haptic experience has not been challenged enough, especially in the case of telepresence for individuals with visual impairments. Thus, the proposed system addresses the real-time haptic exploration of remote 3D information through video encoding and real-time 3D haptic rendering of the remote real-world environment. This paper investigates two scenarios in haptic telepresence, i.e., mobile navigation and object exploration in a remote environment. Participants with and without visual impairments participated in our experiments based on the two scenarios, and the system performance was validated. In conclusion, the proposed framework provides a new methodology of haptic telepresence for individuals with visual impairments by providing an enhanced interactive experience where they can remotely access public places (art galleries and museums) with the aid of haptic modality and robotic telepresence.
Visualising Learning Design in LAMS: A Historical View
ERIC Educational Resources Information Center
Dalziel, James
2011-01-01
The Learning Activity Management System (LAMS) provides a web-based environment for the creation, sharing, running and monitoring of Learning Designs. A central feature of LAMS is the visual authoring environment, where educators use a drag-and-drop environment to create sequences of learning activities. The visualisation is based on boxes…
Teaching Millennials to Engage THE Environment Instead of Their Environment: A Pedagogical Analysis
ERIC Educational Resources Information Center
Stevens, J. Richard; Crow, Deserai Anderson
2016-01-01
This article examines the difficulty in teaching contemporary students of journalism (those in the much-discussed Millennial Generation) to report on complex topics like science and the environment. After examining contemporary literature, the authors subjected 120 undergraduate students to a strategy that combined visual representations of…
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.
Ultrascale collaborative visualization using a display-rich global cyberinfrastructure.
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.
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.
imDEV: a graphical user interface to R multivariate analysis tools in Microsoft Excel
Grapov, Dmitry; Newman, John W.
2012-01-01
Summary: Interactive modules for Data Exploration and Visualization (imDEV) is a Microsoft Excel spreadsheet embedded application providing an integrated environment for the analysis of omics data through a user-friendly interface. Individual modules enables interactive and dynamic analyses of large data by interfacing R's multivariate statistics and highly customizable visualizations with the spreadsheet environment, aiding robust inferences and generating information-rich data visualizations. This tool provides access to multiple comparisons with false discovery correction, hierarchical clustering, principal and independent component analyses, partial least squares regression and discriminant analysis, through an intuitive interface for creating high-quality two- and a three-dimensional visualizations including scatter plot matrices, distribution plots, dendrograms, heat maps, biplots, trellis biplots and correlation networks. Availability and implementation: Freely available for download at http://sourceforge.net/projects/imdev/. Implemented in R and VBA and supported by Microsoft Excel (2003, 2007 and 2010). Contact: John.Newman@ars.usda.gov Supplementary Information: Installation instructions, tutorials and users manual are available at http://sourceforge.net/projects/imdev/. PMID:22815358
NASA Technical Reports Server (NTRS)
Saganti, P. B.; Zapp, E. N.; Wilson, J. W.; Cucinotta, F. A.
2001-01-01
The US Lab module of the International Space Station (ISS) is a primary working area where the crewmembers are expected to spend majority of their time. Because of the directionality of radiation fields caused by the Earth shadow, trapped radiation pitch angle distribution, and inherent variations in the ISS shielding, a model is needed to account for these local variations in the radiation distribution. We present the calculated radiation dose (rem/yr) values for over 3,000 different points in the working area of the Lab module and estimated radiation dose values for over 25,000 different points in the human body for a given ambient radiation environment. These estimated radiation dose values are presented in a three dimensional animated interactive visualization format. Such interactive animated visualization of the radiation distribution can be generated in near real-time to track changes in the radiation environment during the orbit precession of the ISS.
CEOS visualization environment (COVE) tool for intercalibration of satellite instruments
Kessler, P.D.; Killough, B.D.; Gowda, S.; Williams, B.R.; Chander, G.; Qu, Min
2013-01-01
Increasingly, data from multiple instruments are used to gain a more complete understanding of land surface processes at a variety of scales. Intercalibration, comparison, and coordination of satellite instrument coverage areas is a critical effort of international and domestic space agencies and organizations. The Committee on Earth Observation Satellites Visualization Environment (COVE) is a suite of browser-based applications that leverage Google Earth to display past, present, and future satellite instrument coverage areas and coincident calibration opportunities. This forecasting and ground coverage analysis and visualization capability greatly benefits the remote sensing calibration community in preparation for multisatellite ground calibration campaigns or individual satellite calibration studies. COVE has been developed for use by a broad international community to improve the efficiency and efficacy of such calibration planning efforts, whether those efforts require past, present, or future predictions. This paper provides a brief overview of the COVE tool, its validation, accuracies, and limitations with emphasis on the applicability of this visualization tool for supporting ground field campaigns and intercalibration of satellite instruments.
White, Thomas E; Rojas, Bibiana; Mappes, Johanna; Rautiala, Petri; Kemp, Darrell J
2017-09-01
Much of what we know about human colour perception has come from psychophysical studies conducted in tightly-controlled laboratory settings. An enduring challenge, however, lies in extrapolating this knowledge to the noisy conditions that characterize our actual visual experience. Here we combine statistical models of visual perception with empirical data to explore how chromatic (hue/saturation) and achromatic (luminant) information underpins the detection and classification of stimuli in a complex forest environment. The data best support a simple linear model of stimulus detection as an additive function of both luminance and saturation contrast. The strength of each predictor is modest yet consistent across gross variation in viewing conditions, which accords with expectation based upon general primate psychophysics. Our findings implicate simple visual cues in the guidance of perception amidst natural noise, and highlight the potential for informing human vision via a fusion between psychophysical modelling and real-world behaviour. © 2017 The Author(s).
Illusions of having small or large invisible bodies influence visual perception of object size
van der Hoort, Björn; Ehrsson, H. Henrik
2016-01-01
The size of our body influences the perceived size of the world so that objects appear larger to children than to adults. The mechanisms underlying this effect remain unclear. It has been difficult to dissociate visual rescaling of the external environment based on an individual’s visible body from visual rescaling based on a central multisensory body representation. To differentiate these potential causal mechanisms, we manipulated body representation without a visible body by taking advantage of recent developments in body representation research. Participants experienced the illusion of having a small or large invisible body while object-size perception was tested. Our findings show that the perceived size of test-objects was determined by the size of the invisible body (inverse relation), and by the strength of the invisible body illusion. These findings demonstrate how central body representation directly influences visual size perception, without the need for a visible body, by rescaling the spatial representation of the environment. PMID:27708344
CEOS Visualization Environment (COVE) Tool for Intercalibration of Satellite Instruments
NASA Technical Reports Server (NTRS)
Kessler, Paul D.; Killough, Brian D.; Gowda, Sanjay; Williams, Brian R.; Chander, Gyanesh; Qu, Min
2013-01-01
Increasingly, data from multiple instruments are used to gain a more complete understanding of land surface processes at a variety of scales. Intercalibration, comparison, and coordination of satellite instrument coverage areas is a critical effort of space agencies and of international and domestic organizations. The Committee on Earth Observation Satellites Visualization Environment (COVE) is a suite of browser-based applications that leverage Google Earth to display past, present, and future satellite instrument coverage areas and coincident calibration opportunities. This forecasting and ground coverage analysis and visualization capability greatly benefits the remote sensing calibration community in preparation for multisatellite ground calibration campaigns or individual satellite calibration studies. COVE has been developed for use by a broad international community to improve the efficiency and efficacy of such calibration efforts. This paper provides a brief overview of the COVE tool, its validation, accuracies and limitations with emphasis on the applicability of this visualization tool for supporting ground field campaigns and intercalibration of satellite instruments.
Arcaro, Michael J; Honey, Christopher J; Mruczek, Ryan E B; Kastner, Sabine; Hasson, Uri
2015-02-19
The human visual system can be divided into over two-dozen distinct areas, each of which contains a topographic map of the visual field. A fundamental question in vision neuroscience is how the visual system integrates information from the environment across different areas. Using neuroimaging, we investigated the spatial pattern of correlated BOLD signal across eight visual areas on data collected during rest conditions and during naturalistic movie viewing. The correlation pattern between areas reflected the underlying receptive field organization with higher correlations between cortical sites containing overlapping representations of visual space. In addition, the correlation pattern reflected the underlying widespread eccentricity organization of visual cortex, in which the highest correlations were observed for cortical sites with iso-eccentricity representations including regions with non-overlapping representations of visual space. This eccentricity-based correlation pattern appears to be part of an intrinsic functional architecture that supports the integration of information across functionally specialized visual areas.
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.
Xia, Jing; Zhang, Wei; Jiang, Yizhou; Li, You; Chen, Qi
2018-05-16
Practice and experiences gradually shape the central nervous system, from the synaptic level to large-scale neural networks. In natural multisensory environment, even when inundated by streams of information from multiple sensory modalities, our brain does not give equal weight to different modalities. Rather, visual information more frequently receives preferential processing and eventually dominates consciousness and behavior, i.e., visual dominance. It remains unknown, however, the supra-modal and modality-specific practice effect during cross-modal selective attention, and moreover whether the practice effect shows similar modality preferences as the visual dominance effect in the multisensory environment. To answer the above two questions, we adopted a cross-modal selective attention paradigm in conjunction with the hybrid fMRI design. Behaviorally, visual performance significantly improved while auditory performance remained constant with practice, indicating that visual attention more flexibly adapted behavior with practice than auditory attention. At the neural level, the practice effect was associated with decreasing neural activity in the frontoparietal executive network and increasing activity in the default mode network, which occurred independently of the modality attended, i.e., the supra-modal mechanisms. On the other hand, functional decoupling between the auditory and the visual system was observed with the progress of practice, which varied as a function of the modality attended. The auditory system was functionally decoupled with both the dorsal and ventral visual stream during auditory attention while was decoupled only with the ventral visual stream during visual attention. To efficiently suppress the irrelevant visual information with practice, auditory attention needs to additionally decouple the auditory system from the dorsal visual stream. The modality-specific mechanisms, together with the behavioral effect, thus support the visual dominance model in terms of the practice effect during cross-modal selective attention. Copyright © 2018 Elsevier Ltd. All rights reserved.
Virtual environment display for a 3D audio room simulation
NASA Technical Reports Server (NTRS)
Chapin, William L.; Foster, Scott H.
1992-01-01
The development of a virtual environment simulation system integrating a 3D acoustic audio model with an immersive 3D visual scene is discussed. The system complements the acoustic model and is specified to: allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; reinforce the listener's feeling of telepresence in the acoustical environment with visual and proprioceptive sensations; enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations.
Hayhoe, Mary M; Matthis, Jonathan Samir
2018-08-06
The development of better eye and body tracking systems, and more flexible virtual environments have allowed more systematic exploration of natural vision and contributed a number of insights. In natural visually guided behaviour, humans make continuous sequences of sensory-motor decisions to satisfy current goals, and the role of vision is to provide the relevant information in order to achieve those goals. This paper reviews the factors that control gaze in natural visually guided actions such as locomotion, including the rewards and costs associated with the immediate behavioural goals, uncertainty about the state of the world and prior knowledge of the environment. These general features of human gaze control may inform the development of artificial systems.
Visuospatial Cognition in Electronic Learning
ERIC Educational Resources Information Center
Shah, Priti; Freedman, Eric G.
2003-01-01
Static, animated, and interactive visualizations are frequently used in electronic learning environments. In this article, we provide a brief review of research on visuospatial cognition relevant to designing e-learning tools that use these displays. In the first section, we discuss the possible cognitive benefits of visualizations consider used…
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.
Which technology to investigate visual perception in sport: video vs. virtual reality.
Vignais, Nicolas; Kulpa, Richard; Brault, Sébastien; Presse, Damien; Bideau, Benoit
2015-02-01
Visual information uptake is a fundamental element of sports involving interceptive tasks. Several methodologies, like video and methods based on virtual environments, are currently employed to analyze visual perception during sport situations. Both techniques have advantages and drawbacks. The goal of this study is to determine which of these technologies may be preferentially used to analyze visual information uptake during a sport situation. To this aim, we compared a handball goalkeeper's performance using two standardized methodologies: video clip and virtual environment. We examined this performance for two response tasks: an uncoupled task (goalkeepers show where the ball ends) and a coupled task (goalkeepers try to intercept the virtual ball). Variables investigated in this study were percentage of correct zones, percentage of correct responses, radial error and response time. The results showed that handball goalkeepers were more effective, more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip. These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a 'virtual reality'-based methodology. Technical and methodological aspects of these findings are discussed further. Copyright © 2014 Elsevier B.V. All rights reserved.
The multiple disguises of spiders: web colour and decorations, body colour and movement
Théry, Marc; Casas, Jérôme
2008-01-01
Diverse functions have been assigned to the visual appearance of webs, spiders and web decorations, including prey attraction, predator deterrence and camouflage. Here, we review the pertinent literature, focusing on potential camouflage and mimicry. Webs are often difficult to detect in a heterogeneous visual environment. Static and dynamic web distortions are used to escape visual detection by prey, although particular silk may also attract prey. Recent work using physiological models of vision taking into account visual environments rarely supports the hypothesis of spider camouflage by decorations, but most often the prey attraction and predator confusion hypotheses. Similarly, visual modelling shows that spider coloration is effective in attracting prey but not in conveying camouflage. Camouflage through colour change might be used by particular crab spiders to hide from predator or prey on flowers of different coloration. However, results obtained on a non-cryptic crab spider suggest that an alternative function of pigmentation may be to avoid UV photodamage through the transparent cuticle. Numerous species are clearly efficient locomotory mimics of ants, particularly in the eyes of their predators. We close our paper by highlighting gaps in our knowledge. PMID:18990672
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.
Simple Smartphone-Based Guiding System for Visually Impaired People
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
Simple Smartphone-Based Guiding System for Visually Impaired People.
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.
Can walking motions improve visually induced rotational self-motion illusions in virtual reality?
Riecke, Bernhard E; Freiberg, Jacob B; Grechkin, Timofey Y
2015-02-04
Illusions of self-motion (vection) can provide compelling sensations of moving through virtual environments without the need for complex motion simulators or large tracked physical walking spaces. Here we explore the interaction between biomechanical cues (stepping along a rotating circular treadmill) and visual cues (viewing simulated self-rotation) for providing stationary users a compelling sensation of rotational self-motion (circular vection). When tested individually, biomechanical and visual cues were similarly effective in eliciting self-motion illusions. However, in combination they yielded significantly more intense self-motion illusions. These findings provide the first compelling evidence that walking motions can be used to significantly enhance visually induced rotational self-motion perception in virtual environments (and vice versa) without having to provide for physical self-motion or motion platforms. This is noteworthy, as linear treadmills have been found to actually impair visually induced translational self-motion perception (Ash, Palmisano, Apthorp, & Allison, 2013). Given the predominant focus on linear walking interfaces for virtual-reality locomotion, our findings suggest that investigating circular and curvilinear walking interfaces offers a promising direction for future research and development and can help to enhance self-motion illusions, presence and immersion in virtual-reality systems. © 2015 ARVO.
NASA Astrophysics Data System (ADS)
Lee, Wendy
The advent of multisensory display systems, such as virtual and augmented reality, has fostered a new relationship between humans and space. Not only can these systems mimic real-world environments, they have the ability to create a new space typology made solely of data. In these spaces, two-dimensional information is displayed in three dimensions, requiring human senses to be used to understand virtual, attention-based elements. Studies in the field of big data have predominately focused on visual representations and extractions of information with little focus on sounds. The goal of this research is to evaluate the most efficient methods of perceptually extracting visual data using auditory stimuli in immersive environments. Using Rensselaer's CRAIVE-Lab, a virtual reality space with 360-degree panorama visuals and an array of 128 loudspeakers, participants were asked questions based on complex visual displays using a variety of auditory cues ranging from sine tones to camera shutter sounds. Analysis of the speed and accuracy of participant responses revealed that auditory cues that were more favorable for localization and were positively perceived were best for data extraction and could help create more user-friendly systems in the future.
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.
Phoenix, C; Griffin, M; Smith, B
2015-02-01
To investigate the ways in which participation in physical activity is prevented or facilitated among older people with acquired sight loss later in life. Qualitative research. Interviews were conducted with 48 visually impaired adults age 60+ years, recruited from a range of settings including local sight loss organisations and via talking newspaper advertisements. Visual impairment was defined by self-report. Data was analysed using a thematic analysis. This research represents a first step toward the development of empirically based practical suggestions for decision-makers and health professionals in terms of supporting - when required - visually impaired older adults participation in physical activity. Six themes were identified that captured why physical activity was prevented or facilitated: disabling environments; organisational opportunities; transport; lack of information; confidence, fear and personal safety; and exercise as medicine. Recommendations for policy change need to be focused at the societal level. This includes developing more accessible and inclusive environments and providing meaningful information about physical activity to older adults with a visual impairment, and visual impairment in older age to physical activity providers. Copyright © 2015 The Royal Society for Public Health. Published by Elsevier Ltd. All rights reserved.
Chen, Zhi; Chen, Jiayun; Pan, Dong; Li, Hongwei; Yao, Yunhui; Lyu, Zu; Yang, Liting; Ma, Li-Jun
2017-03-01
A new rhodamine B-based "reactive" optical sensor (1) for Hg 2+ was synthesized. Sensor 1 shows a unique colorimetric and fluorescent "turn-on" selectivity to Hg 2+ over 14 other metal ions with a hypersensitivity (detection limits are 27.6 nM (5.5 ppb) and 6.9 nM (1.4 ppb), respectively) in neutral buffer solution. To test its applicability in the environment, sensor 1 was applied to quantify and visualize low levels of Hg 2+ in tap water and river water samples. The results indicate sensor 1 is a highly sensitive fluorescent sensor for Hg 2+ with a detection limit of 1.7 ppb in tap water and river water. Moreover, sensor 1 is a convenient visualizing sensor for low levels of Hg 2+ (0.1 ppm) in water environment (from colorless to light pink). In addition, sensor 1 shows good potential as a fluorescent visualizing sensor for Hg 2+ in fetal bovine serum and living 293T cells. The results indicate that sensor 1 shows good potential as a highly sensitive sensor for the detection of Hg 2+ in environmental and biological samples. Graphical Abstract A new rhodamine B-based "reactive" optical sensor (1) for Hg 2+ was synthesized. 1 shows a unique colorimetric and fluorescent "turn-on" selectivity to Hg 2+ over 14 other metal ions with a hypersensitivity in water environment. And it is a convenient visualizing probe for low levels of Hg 2+ in environment aqueous media, fetal bovine serum and living 293T cells.
Visual guidance of mobile platforms
NASA Astrophysics Data System (ADS)
Blissett, Rodney J.
1993-12-01
Two systems are described and results presented demonstrating aspects of real-time visual guidance of autonomous mobile platforms. The first approach incorporates prior knowledge in the form of rigid geometrical models linking visual references within the environment. The second approach is based on a continuous synthesis of information extracted from image tokens to generate a coarse-grained world model, from which potential obstacles are inferred. The use of these techniques in workplace applications is discussed.
Integrating a Motion Base into a CAVE Automatic Virtual Environment: Phase 1
2001-07-01
this, a CAVE system must perform well in the following motion-related areas: visual gaze stability, simulator sickness, realism (or face validity...and performance validity. Visual Gaze Stability Visual gaze stability, the ability to maintain eye fixation on a particular target, depends upon human...reflexes such as the vestibulo-ocular reflex (VOR) and the optokinetic nystagmus (OKN). VOR is a reflex that counter-rotates the eye relative to the
2006-06-01
allowing substantial see-around capability. Regions of visual suppression due to binocular rivalry ( luning ) are shown along the shaded flanks of...that the visual suppression of binocular rivalry, luning , (Velger, 1998, p.56-58) associated with the partial overlap conditions did not materially...tags were displayed. Thus, the frequency of conflicting binocular contours was reduced. In any case, luning does not seem to introduce major
Wagner, A; Ploder, O; Enislidis, G; Truppe, M; Ewers, R
1996-04-01
Interventional video tomography (IVT), a new imaging modality, achieves virtual visualization of anatomic structures in three dimensions for intraoperative stereotactic navigation. Partial immersion into a virtual data space, which is orthotopically coregistered to the surgical field, enhances, by means of a see-through head-mounted display (HMD), the surgeon's visual perception and technique by providing visual access to nonvisual data of anatomy, physiology, and function. The presented cases document the potential of augmented reality environments in maxillofacial surgery.
ERIC Educational Resources Information Center
Lemoni, Rea; Lefkaditou, Ageliki; Stamou, Anastasia G.; Schizas, Dimitrios; Stamou, George P.
2013-01-01
This paper explores the function of the visual syntax of images in Greek primary school textbooks. By using a model for the formal analysis of the visual material, which will allow us to disclose the mechanisms through which meanings are manifested, our aim is to investigate the discursive transition relating to the view of nature and the…
Visualization of the NASA ICON mission in 3d
NASA Astrophysics Data System (ADS)
Mendez, R. A., Jr.; Immel, T. J.; Miller, N.
2016-12-01
The ICON Explorer mission (http://icon.ssl.berkeley.edu) will provide several data products for the atmosphere and ionosphere after its launch in 2017. This project will support the mission by investigating the capability of these tools for visualization of current and predicted observatory characteristics and data acquisition. Visualization of this mission can be accomplished using tools like Google Earth or CesiumJS, as well assistance from Java or Python. Ideally we will bring this visualization into the homes of people without the need of additional software. The path of launching a standalone website, building this environment, and a full toolkit will be discussed. Eventually, the initial work could lead to the addition of a downloadable visualization packages for mission demonstration or science visualization.
Factors influencing visual search in complex driving environments.
DOT National Transportation Integrated Search
2016-10-01
The objective of this study was to describe and model the effects of varied roadway environment factors on drivers perceived complexity, with the goal of further understanding conditions for optimal driver behavior and performance. This was invest...
Exceptional preservation of eye structure in arthropod visual predators from the Middle Jurassic
Vannier, Jean; Schoenemann, Brigitte; Gillot, Thomas; Charbonnier, Sylvain; Clarkson, Euan
2016-01-01
Vision has revolutionized the way animals explore their environment and interact with each other and rapidly became a major driving force in animal evolution. However, direct evidence of how ancient animals could perceive their environment is extremely difficult to obtain because internal eye structures are almost never fossilized. Here, we reconstruct with unprecedented resolution the three-dimensional structure of the huge compound eye of a 160-million-year-old thylacocephalan arthropod from the La Voulte exceptional fossil biota in SE France. This arthropod had about 18,000 lenses on each eye, which is a record among extinct and extant arthropods and is surpassed only by modern dragonflies. Combined information about its eyes, internal organs and gut contents obtained by X-ray microtomography lead to the conclusion that this thylacocephalan arthropod was a visual hunter probably adapted to illuminated environments, thus contradicting the hypothesis that La Voulte was a deep-water environment. PMID:26785293
Autonomous assistance navigation for robotic wheelchairs in confined spaces.
Cheein, Fernando Auat; Carelli, Ricardo; De la Cruz, Celso; Muller, Sandra; Bastos Filho, Teodiano F
2010-01-01
In this work, a visual interface for the assistance of a robotic wheelchair's navigation is presented. The visual interface is developed for the navigation in confined spaces such as narrows corridors or corridor-ends. The interface performs two navigation modus: non-autonomous and autonomous. The non-autonomous driving of the robotic wheelchair is made by means of a hand-joystick. The joystick directs the motion of the vehicle within the environment. The autonomous driving is performed when the user of the wheelchair has to turn (90, 90 or 180 degrees) within the environment. The turning strategy is performed by a maneuverability algorithm compatible with the kinematics of the wheelchair and by the SLAM (Simultaneous Localization and Mapping) algorithm. The SLAM algorithm provides the interface with the information concerning the environment disposition and the pose -position and orientation-of the wheelchair within the environment. Experimental and statistical results of the interface are also shown in this work.
Exceptional preservation of eye structure in arthropod visual predators from the Middle Jurassic.
Vannier, Jean; Schoenemann, Brigitte; Gillot, Thomas; Charbonnier, Sylvain; Clarkson, Euan
2016-01-19
Vision has revolutionized the way animals explore their environment and interact with each other and rapidly became a major driving force in animal evolution. However, direct evidence of how ancient animals could perceive their environment is extremely difficult to obtain because internal eye structures are almost never fossilized. Here, we reconstruct with unprecedented resolution the three-dimensional structure of the huge compound eye of a 160-million-year-old thylacocephalan arthropod from the La Voulte exceptional fossil biota in SE France. This arthropod had about 18,000 lenses on each eye, which is a record among extinct and extant arthropods and is surpassed only by modern dragonflies. Combined information about its eyes, internal organs and gut contents obtained by X-ray microtomography lead to the conclusion that this thylacocephalan arthropod was a visual hunter probably adapted to illuminated environments, thus contradicting the hypothesis that La Voulte was a deep-water environment.
NASA Astrophysics Data System (ADS)
Durfee, David; Johnson, Walter; McLeod, Scott
2007-04-01
Un-cooled microbolometer sensors used in modern infrared night vision systems such as driver vehicle enhancement (DVE) or thermal weapons sights (TWS) require a mechanical shutter. Although much consideration is given to the performance requirements of the sensor, supporting electronic components and imaging optics, the shutter technology required to survive in combat is typically the last consideration in the system design. Electro-mechanical shutters used in military IR applications must be reliable in temperature extremes from a low temperature of -40°C to a high temperature of +70°C. They must be extremely light weight while having the ability to withstand the high vibration and shock forces associated with systems mounted in military combat vehicles, weapon telescopic sights, or downed unmanned aerial vehicles (UAV). Electro-mechanical shutters must have minimal power consumption and contain circuitry integrated into the shutter to manage battery power while simultaneously adapting to changes in electrical component operating parameters caused by extreme temperature variations. The technology required to produce a miniature electro-mechanical shutter capable of fitting into a rifle scope with these capabilities requires innovations in mechanical design, material science, and electronics. This paper describes a new, miniature electro-mechanical shutter technology with integrated power management electronics designed for extreme service infra-red night vision systems.
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.
Streepey, Jefferson W; Kenyon, Robert V; Keshner, Emily A
2007-01-01
We previously reported responses to induced postural instability in young healthy individuals viewing visual motion with a narrow (25 degrees in both directions) and wide (90 degrees and 55 degrees in the horizontal and vertical directions) field of view (FOV) as they stood on different sized blocks. Visual motion was achieved using an immersive virtual environment that moved realistically with head motion (natural motion) and translated sinusoidally at 0.1 Hz in the fore-aft direction (augmented motion). We observed that a subset of the subjects (steppers) could not maintain continuous stance on the smallest block when the virtual environment was in motion. We completed a posteriori analyses on the postural responses of the steppers and non-steppers that may inform us about the mechanisms underlying these differences in stability. We found that when viewing augmented motion with a wide FOV, there was a greater effect on the head and whole body center of mass and ankle angle root mean square (RMS) values of the steppers than of the non-steppers. FFT analyses revealed greater power at the frequency of the visual stimulus in the steppers compared to the non-steppers. Whole body COM time lags relative to the augmented visual scene revealed that the time-delay between the scene and the COM was significantly increased in the steppers. The increased responsiveness to visual information suggests a greater visual field-dependency of the steppers and suggests that the thresholds for shifting from a reliance on visual information to somatosensory information can differ even within a healthy population.
Architecture and Children: Learning Environments and Design Education.
ERIC Educational Resources Information Center
Taylor, Anne, Ed.; Muhlberger, Joe, Ed.
1998-01-01
This issue addresses (1) growing international interest in learning environments and their effects on behavior, and (2) design education, an integrated model for visual-spatial lifelong learning. It focuses on this new and emerging integrated field which integrates elements in education, new learning environment design, and the use of more two-…
The Use of Visual-Based Simulated Environments in Teacher Preparation
ERIC Educational Resources Information Center
Judge, Sharon; Bobzien, Jonna; Maydosz, Ann; Gear, Sabra; Katsioloudis, Petros
2013-01-01
While virtual technology for training in the simulation field has a long history in medicine, aviation, and the military, the application of similar emerging and innovative technologies in teacher preparation and education has been limited. TLE TeachLive™ (Teaching Learning Environment, Teaching in a Virtual Environment) [TLE] is an inventive…
Classrooms with nature views: Evidence of differing student perceptions and behaviors
J.A. Benfield; G.N. Rainbolt; P.A. Bell; G.H. Donovan
2015-01-01
Viewing peaceful natural environments has been shown to restore cognitive abilities and reduce physiological arousal. As such, visual access to the natural environment is becoming more commonplace in built environments. One exception to that trend is in educational settings where windowless classrooms are used to reduce outside distractions. The current study examines...
A Demonstration of ‘Broken’ Visual Space
Gilson, Stuart
2012-01-01
It has long been assumed that there is a distorted mapping between real and ‘perceived’ space, based on demonstrations of systematic errors in judgements of slant, curvature, direction and separation. Here, we have applied a direct test to the notion of a coherent visual space. In an immersive virtual environment, participants judged the relative distance of two squares displayed in separate intervals. On some trials, the virtual scene expanded by a factor of four between intervals although, in line with recent results, participants did not report any noticeable change in the scene. We found that there was no consistent depth ordering of objects that can explain the distance matches participants made in this environment (e.g. A>B>D yet also A
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
Monotony of road environment and driver fatigue: a simulator study.
Thiffault, Pierre; Bergeron, Jacques
2003-05-01
Studies have shown that drowsiness and hypovigilance frequently occur during highway driving and that they may have serious implications in terms of accident causation. This paper focuses on the task induced factors that are involved in the development of these phenomena. A driving simulator study was conducted in order to evaluate the impact of the monotony of roadside visual stimulation using a steering wheel movement (SWM) analysis procedure. Fifty-six male subjects each drove during two different 40-min periods. In one case, roadside visual stimuli were essentially repetitive and monotonous, while in the other one, the environment contained disparate visual elements aiming to disrupt monotony without changing road geometry. Subject's driving performance was compared across these conditions in order to determine whether disruptions of monotony can have a positive effect and help alleviate driver fatigue. Results reveal an early time-on-task effect on driving performance for both driving periods and more frequent large SWM when driving in the more monotonous road environment, which implies greater fatigue and vigilance decrements. Implications in terms of environmental countermeasures for driver fatigue are discussed.
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.
Using high-resolution displays for high-resolution cardiac data.
Goodyer, Christopher; Hodrien, John; Wood, Jason; Kohl, Peter; Brodlie, Ken
2009-07-13
The ability to perform fast, accurate, high-resolution visualization is fundamental to improving our understanding of anatomical data. As the volumes of data increase from improvements in scanning technology, the methods applied to visualization must evolve. In this paper, we address the interactive display of data from high-resolution magnetic resonance imaging scanning of a rabbit heart and subsequent histological imaging. We describe a visualization environment involving a tiled liquid crystal display panel display wall and associated software, which provides an interactive and intuitive user interface. The oView software is an OpenGL application that is written for the VR Juggler environment. This environment abstracts displays and devices away from the application itself, aiding portability between different systems, from desktop PCs to multi-tiled display walls. Portability between display walls has been demonstrated through its use on walls at the universities of both Leeds and Oxford. We discuss important factors to be considered for interactive two-dimensional display of large three-dimensional datasets, including the use of intuitive input devices and level of detail aspects.
Spatial Hearing with Incongruent Visual or Auditory Room Cues
Gil-Carvajal, Juan C.; Cubick, Jens; Santurette, Sébastien; Dau, Torsten
2016-01-01
In day-to-day life, humans usually perceive the location of sound sources as outside their heads. This externalized auditory spatial perception can be reproduced through headphones by recreating the sound pressure generated by the source at the listener’s eardrums. This requires the acoustical features of the recording environment and listener’s anatomy to be recorded at the listener’s ear canals. Although the resulting auditory images can be indistinguishable from real-world sources, their externalization may be less robust when the playback and recording environments differ. Here we tested whether a mismatch between playback and recording room reduces perceived distance, azimuthal direction, and compactness of the auditory image, and whether this is mostly due to incongruent auditory cues or to expectations generated from the visual impression of the room. Perceived distance ratings decreased significantly when collected in a more reverberant environment than the recording room, whereas azimuthal direction and compactness remained room independent. Moreover, modifying visual room-related cues had no effect on these three attributes, while incongruent auditory room-related cues between the recording and playback room did affect distance perception. Consequently, the external perception of virtual sounds depends on the degree of congruency between the acoustical features of the environment and the stimuli. PMID:27853290
Vroom: designing an augmented environment for remote collaboration in digital cinema production
NASA Astrophysics Data System (ADS)
Margolis, Todd; Cornish, Tracy
2013-03-01
As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.
Adams, Haley; Narasimham, Gayathri; Rieser, John; Creem-Regehr, Sarah; Stefanucci, Jeanine; Bodenheimer, Bobby
2018-04-01
As virtual reality expands in popularity, an increasingly diverse audience is gaining exposure to immersive virtual environments (IVEs). A significant body of research has demonstrated how perception and action work in such environments, but most of this work has been done studying adults. Less is known about how physical and cognitive development affect perception and action in IVEs, particularly as applied to preteen and teenage children. Accordingly, in the current study we assess how preteens (children aged 8-12 years) and teenagers (children aged 15-18 years) respond to mismatches between their motor behavior and the visual information presented by an IVE. Over two experiments, we evaluate how these individuals recalibrate their actions across functionally distinct systems of movement. The first experiment analyzed forward walking recalibration after exposure to an IVE with either increased or decreased visual flow. Visual flow during normal bipedal locomotion was manipulated to be either twice or half as fast as the physical gait. The second experiment leveraged a prism throwing adaptation paradigm to test the effect of recalibration on throwing movement. In the first experiment, our results show no differences across age groups, although subjects generally experienced a post-exposure effect of shortened distance estimation after experiencing visually faster flow and longer distance estimation after experiencing visually slower flow. In the second experiment, subjects generally showed the typical prism adaptation behavior of a throwing after-effect error. The error lasted longer for preteens than older children. Our results have implications for the design of virtual systems with children as a target audience.
Litherland, Lenore; Collin, Shaun P; Fritsches, Kerstin A
2009-11-01
Elasmobranch fishes utilise their vision as an important source of sensory information, and a range of visual adaptations have been shown to reflect the ecological diversity of this vertebrate group. This study investigates the hypotheses that visual optics can predict differences in habitat and behaviour and that visual optics change with ontogenetic growth of the eye to maintain optical performance. The study examines eye structure, pupillary movement, transmission properties of the ocular media, focal properties of the lens, tapetum structure and variations in optical performance with ontogenetic growth in two elasmobranch species: the carcharhinid sandbar shark, Carcharhinus plumbeus, inhabiting nearshore coastal waters, and the squalid shortspine spurdog, Squalus mitsukurii, inhabiting deeper waters of the continental shelf and slope. The optical properties appear to be well tuned for the visual needs of each species. Eyes continue to grow throughout life, resulting in an ontogenetic shift in the focal ratio of the eye. The eyes of C. plumbeus are optimised for vision under variable light conditions, which change during development as the animal probes new light environments in its search for food and mates. By contrast, the eyes of S. mitsukurii are specifically adapted to enhance retinal illumination within a dim light environment, and the detection of bioluminescent prey may be optimised with the use of lenticular short-wavelength-absorbing filters. Our findings suggest that the light environment strongly influences optical features in this class of vertebrates and that optical properties of the eye may be useful predictors of habitat and behaviour for lesser-known species of this vertebrate group.
ERIC Educational Resources Information Center
Weisberg, Michael
Many of the findings from ergonomics research on visual display workstations are relevant to the design of interactive learning stations. This 1993 paper briefly reviews ergonomics research on visual display workstations; specifically, (1) potential health hazards from electromagnetic radiation; (2) musculoskeletal disorders; (3)vision complaints;…
Infographics for Educational Purposes: Their Structure, Properties and Reader Approaches
ERIC Educational Resources Information Center
Yildirim, Serkan
2016-01-01
Infographics are one of the new educational environments used to provide information to their readers in a visual way. Infographics are designed to provide information to their readers using various visuals such as texts, pictures, drawings, diagrams, graphs, etc. The use of infographics becomes increasingly widespread both in advertising…
Technologies That Capitalize on Study Skills with Learning Style Strengths
ERIC Educational Resources Information Center
Howell, Dusti D.
2008-01-01
This article addresses the tools available in the rapidly changing digital learning environment and offers a variety of approaches for how they can assist students with visual, auditory, or kinesthetic learning strengths. Teachers can use visual, auditory, and kinesthetic assessment tests to identify learning preferences and then recommend…
Influences of Visual Attention and Reading Time on Children and Adults
ERIC Educational Resources Information Center
Wei, Chun-Chun; Ma, Min-Yuan
2017-01-01
This study investigates the relationship between visual attention and reading time using a mobile electroencephalography device. The mobile electroencephalography device uses a single channel dry sensor, which easily measures participants' attention in the real-world reading environment. The results reveal that age significantly influences visual…
From Old Wisdom to Future Trends.
ERIC Educational Resources Information Center
Baker, D.
1993-01-01
This article discusses educational services and programs provided by the New Mexico School for the Visually Handicapped. The school provides free appropriate education for children with visual impairments within an array of service models and environments, protects the rights of students with handicaps and their parents, and makes technical aids,…
Wyoming Tombstone Symbolism: A Reflection of Western Culture.
ERIC Educational Resources Information Center
Cochenour, John; Rezabek, Landra L.
Eleven cemeteries in Wyoming are examined for visuals pertaining to life in the West. The purpose is to demonstrate the importance of Western culture tradition evidenced through tombstone symbolism--representations of the activities and environments of the living through the memory provided by the deceased. The visual symbols found on the…
Situated Sentence Processing: The Coordinated Interplay Account and a Neurobehavioral Model
ERIC Educational Resources Information Center
Crocker, Matthew W.; Knoeferle, Pia; Mayberry, Marshall R.
2010-01-01
Empirical evidence demonstrating that sentence meaning is rapidly reconciled with the visual environment has been broadly construed as supporting the seamless interaction of visual and linguistic representations during situated comprehension. Based on recent behavioral and neuroscientific findings, however, we argue for the more deeply rooted…
ERIC Educational Resources Information Center
Chandramouli, Magesh; Chittamuru, Siva-Teja
2016-01-01
This paper explains the design of a graphics-based virtual environment for instructing computer hardware concepts to students, especially those at the beginner level. Photorealistic visualizations and simulations are designed and programmed with interactive features allowing students to practice, explore, and test themselves on computer hardware…
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…
Color Categories: Evidence for the Cultural Relativity Hypothesis
ERIC Educational Resources Information Center
Roberson, D.; Davidoff, J.; Davies, I.R.L.; Shapiro, L.R.
2005-01-01
The question of whether language affects our categorization of perceptual continua is of particular interest for the domain of color where constraints on categorization have been proposed both within the visual system and in the visual environment. Recent research (Roberson, Davies, & Davidoff, 2000; Roberson et al., in press) found…
Exploring Children's Perceptions of Play Using Visual Methodologies
ERIC Educational Resources Information Center
Anthamatten, Peter; Wee, Bryan Shao-Chang; Korris, Erin
2013-01-01
Objective: A great deal of scholarly work has examined the way that physical, social and cultural environments relate to children's health behaviour, particularly with respect to diet and exercise. While this work is critical, little research attempts to incorporate the views and perspectives of children themselves using visual methodologies.…
Movement Perception and Movement Production in Asperger's Syndrome
ERIC Educational Resources Information Center
Price, Kelly J.; Shiffrar, Maggie; Kerns, Kimberly A.
2012-01-01
To determine whether motor difficulties documented in Asperger's Syndrome (AS) are related to compromised visual abilities, this study examined perception and movement in response to dynamic visual environments. Fourteen males with AS and 16 controls aged 7-23 completed measures of motor skills, postural response to optic flow, and visual…
Pennsylvania Classroom Guide to Safety in the Visual Arts.
ERIC Educational Resources Information Center
Oltman, Debra L.
Exposure to certain art materials can damage the human body. Some of these materials are identified together with factors that influence exposure, including duration, frequency, and environmental conditions. Responsibility for providing a safe working environment for the creation of visual arts in the classroom lies with the instructor, principal,…
DOT National Transportation Integrated Search
1996-04-01
The Federal Air Surgeon requested continued investigation of visual disorders and vision corrective devices as to their relevance to the medical certification of airmen and controllers. The en route Air Traffic Control Specialist (ATCS) works with a ...
Tessellating with Logo: Effects on Visual Literacy.
ERIC Educational Resources Information Center
Knupfer, Nancy Nelson; Clark, Barbara I.
This investigation of the potential of a Logo environment to develop visual literacy skills in elementary school students focused on the recognition of Escher-type geometric constructions by second and sixth grade students. Four research questions were addressed: (1) whether students can use higher-order and creative thinking skills in using…
Music Therapy in the Treatment of Social Isolation in Visually Impaired Children.
ERIC Educational Resources Information Center
Gourgey, Charles
1998-01-01
Reviews the literature on the use of music therapy with visually impaired and socially isolated children. Describes ways that music therapy can help the child explore his environment, modify blindisms (stereotypic, autistic-like behaviors), and encourage social awareness and interaction with other children. (DB)
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…
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.
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.
Should visual speech cues (speechreading) be considered when fitting hearing aids?
NASA Astrophysics Data System (ADS)
Grant, Ken
2002-05-01
When talker and listener are face-to-face, visual speech cues become an important part of the communication environment, and yet, these cues are seldom considered when designing hearing aids. Models of auditory-visual speech recognition highlight the importance of complementary versus redundant speech information for predicting auditory-visual recognition performance. Thus, for hearing aids to work optimally when visual speech cues are present, it is important to know whether the cues provided by amplification and the cues provided by speechreading complement each other. In this talk, data will be reviewed that show nonmonotonicity between auditory-alone speech recognition and auditory-visual speech recognition, suggesting that efforts designed solely to improve auditory-alone recognition may not always result in improved auditory-visual recognition. Data will also be presented showing that one of the most important speech cues for enhancing auditory-visual speech recognition performance, voicing, is often the cue that benefits least from amplification.
Efficient visualization of urban spaces
NASA Astrophysics Data System (ADS)
Stamps, A. E.
2012-10-01
This chapter presents a new method for calculating efficiency and applies that method to the issues of selecting simulation media and evaluating the contextual fit of new buildings in urban spaces. The new method is called "meta-analysis". A meta-analytic review of 967 environments indicated that static color simulations are the most efficient media for visualizing urban spaces. For contextual fit, four original experiments are reported on how strongly five factors influence visual appeal of a street: architectural style, trees, height of a new building relative to the heights of existing buildings, setting back a third story, and distance. A meta-analysis of these four experiments and previous findings, covering 461 environments, indicated that architectural style, trees, and height had effects strong enough to warrant implementation, but the effects of setting back third stories and distance were too small to warrant implementation.
Enhancing AFLOW Visualization using Jmol
NASA Astrophysics Data System (ADS)
Lanasa, Jacob; New, Elizabeth; Stefek, Patrik; Honaker, Brigette; Hanson, Robert; Aflow Collaboration
The AFLOW library is a database of theoretical solid-state structures and calculated properties created using high-throughput ab initio calculations. Jmol is a Java-based program capable of visualizing and analyzing complex molecular structures and energy landscapes. In collaboration with the AFLOW consortium, our goal is the enhancement of the AFLOWLIB database through the extension of Jmol's capabilities in the area of materials science. Modifications made to Jmol include the ability to read and visualize AFLOW binary alloy data files, the ability to extract from these files information using Jmol scripting macros that can be utilized in the creation of interactive web-based convex hull graphs, the capability to identify and classify local atomic environments by symmetry, and the ability to search one or more related crystal structures for atomic environments using a novel extension of inorganic polyhedron-based SMILES strings
Hoshiba, Kotaro; Washizaki, Kai; Wakabayashi, Mizuho; Ishiki, Takahiro; Bando, Yoshiaki; Gabriel, Daniel; Nakadai, Kazuhiro; Okuno, Hiroshi G.
2017-01-01
In search and rescue activities, unmanned aerial vehicles (UAV) should exploit sound information to compensate for poor visual information. This paper describes the design and implementation of a UAV-embedded microphone array system for sound source localization in outdoor environments. Four critical development problems included water-resistance of the microphone array, efficiency in assembling, reliability of wireless communication, and sufficiency of visualization tools for operators. To solve these problems, we developed a spherical microphone array system (SMAS) consisting of a microphone array, a stable wireless network communication system, and intuitive visualization tools. The performance of SMAS was evaluated with simulated data and a demonstration in the field. Results confirmed that the SMAS provides highly accurate localization, water resistance, prompt assembly, stable wireless communication, and intuitive information for observers and operators. PMID:29099790
How dolphins see the world: a comparison with chimpanzees and humans.
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.
Hoshiba, Kotaro; Washizaki, Kai; Wakabayashi, Mizuho; Ishiki, Takahiro; Kumon, Makoto; Bando, Yoshiaki; Gabriel, Daniel; Nakadai, Kazuhiro; Okuno, Hiroshi G
2017-11-03
In search and rescue activities, unmanned aerial vehicles (UAV) should exploit sound information to compensate for poor visual information. This paper describes the design and implementation of a UAV-embedded microphone array system for sound source localization in outdoor environments. Four critical development problems included water-resistance of the microphone array, efficiency in assembling, reliability of wireless communication, and sufficiency of visualization tools for operators. To solve these problems, we developed a spherical microphone array system (SMAS) consisting of a microphone array, a stable wireless network communication system, and intuitive visualization tools. The performance of SMAS was evaluated with simulated data and a demonstration in the field. Results confirmed that the SMAS provides highly accurate localization, water resistance, prompt assembly, stable wireless communication, and intuitive information for observers and operators.
The Role of Visual Cues in Microgravity Spatial Orientation
NASA Technical Reports Server (NTRS)
Oman, Charles M.; Howard, Ian P.; Smith, Theodore; Beall, Andrew C.; Natapoff, Alan; Zacher, James E.; Jenkin, Heather L.
2003-01-01
In weightlessness, astronauts must rely on vision to remain spatially oriented. Although gravitational down cues are missing, most astronauts maintain a subjective vertical -a subjective sense of which way is up. This is evidenced by anecdotal reports of crewmembers feeling upside down (inversion illusions) or feeling that a floor has become a ceiling and vice versa (visual reorientation illusions). Instability in the subjective vertical direction can trigger disorientation and space motion sickness. On Neurolab, a virtual environment display system was used to conduct five interrelated experiments, which quantified: (a) how the direction of each person's subjective vertical depends on the orientation of the surrounding visual environment, (b) whether rolling the virtual visual environment produces stronger illusions of circular self-motion (circular vection) and more visual reorientation illusions than on Earth, (c) whether a virtual scene moving past the subject produces a stronger linear self-motion illusion (linear vection), and (d) whether deliberate manipulation of the subjective vertical changes a crewmember's interpretation of shading or the ability to recognize objects. None of the crew's subjective vertical indications became more independent of environmental cues in weightlessness. Three who were either strongly dependent on or independent of stationary visual cues in preflight tests remained so inflight. One other became more visually dependent inflight, but recovered postflight. Susceptibility to illusions of circular self-motion increased in flight. The time to the onset of linear self-motion illusions decreased and the illusion magnitude significantly increased for most subjects while free floating in weightlessness. These decreased toward one-G levels when the subject 'stood up' in weightlessness by wearing constant force springs. For several subjects, changing the relative direction of the subjective vertical in weightlessness-either by body rotation or by simply cognitively initiating a visual reorientation-altered the illusion of convexity produced when viewing a flat, shaded disc. It changed at least one person's ability to recognize previously presented two-dimensional shapes. Overall, results show that most astronauts become more dependent on dynamic visual motion cues and some become responsive to stationary orientation cues. The direction of the subjective vertical is labile in the absence of gravity. This can interfere with the ability to properly interpret shading, or to recognize complex objects in different orientations.
Readability of self-illuminated signs in a smoke-obscured environment.
DOT National Transportation Integrated Search
1979-11-01
This study investigates the ability of people with normal distant visual acuity to identify self-illuminated emergency signs in a smoke-obscured environment. The results indicate that signs whose background luminance meets or exceeds the requirements...
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.
NASA Technical Reports Server (NTRS)
Young, L. R.
1976-01-01
Progress in the development of a cohesive theory of the underlying physiological mechanisms associated with spatial orientation in unusual environments is described. Results can be applied to providing means of preventing and/or minimizing the space motion sickness which has been observed during prolonged space missions. Three major areas were investigated: (1) the interaction of visual and vestibular cues in conflict in the human, (2) the plasticity of the vestibulo-ocular reflex in monkeys, and (3) end organ function in the ray with particular emphasis on the effect of ionic concentration.
Rogerson, Mike; Barton, Jo
2015-01-01
Green exercise research often reports psychological health outcomes without rigorously controlling exercise. This study examines effects of visual exercise environments on directed attention, perceived exertion and time to exhaustion, whilst measuring and controlling the exercise component. Participants completed three experimental conditions in a randomized counterbalanced order. Conditions varied by video content viewed (nature; built; control) during two consistently-ordered exercise bouts (Exercise 1: 60% VO2peakInt for 15-mins; Exercise 2: 85% VO2peakInt to voluntary exhaustion). In each condition, participants completed modified Backwards Digit Span tests (a measure of directed attention) pre- and post-Exercise 1. Energy expenditure, respiratory exchange ratio and perceived exertion were measured during both exercise bouts. Time to exhaustion in Exercise 2 was also recorded. There was a significant time by condition interaction for Backwards Digit Span scores (F2,22 = 6.267, p = 0.007). Scores significantly improved in the nature condition (p < 0.001) but did not in the built or control conditions. There were no significant differences between conditions for either perceived exertion or physiological measures during either Exercise 1 or Exercise 2, or for time to exhaustion in Exercise 2. This was the first study to demonstrate effects of controlled exercise conducted in different visual environments on post-exercise directed attention. Via psychological mechanisms alone, visual nature facilitates attention restoration during moderate-intensity exercise. PMID:26133125
Rogerson, Mike; Barton, Jo
2015-06-30
Green exercise research often reports psychological health outcomes without rigorously controlling exercise. This study examines effects of visual exercise environments on directed attention, perceived exertion and time to exhaustion, whilst measuring and controlling the exercise component. Participants completed three experimental conditions in a randomized counterbalanced order. Conditions varied by video content viewed (nature; built; control) during two consistently-ordered exercise bouts (Exercise 1: 60% VO2peakInt for 15-mins; Exercise 2: 85% VO2peakInt to voluntary exhaustion). In each condition, participants completed modified Backwards Digit Span tests (a measure of directed attention) pre- and post-Exercise 1. Energy expenditure, respiratory exchange ratio and perceived exertion were measured during both exercise bouts. Time to exhaustion in Exercise 2 was also recorded. There was a significant time by condition interaction for Backwards Digit Span scores (F2,22 = 6.267, p = 0.007). Scores significantly improved in the nature condition (p < 0.001) but did not in the built or control conditions. There were no significant differences between conditions for either perceived exertion or physiological measures during either Exercise 1 or Exercise 2, or for time to exhaustion in Exercise 2. This was the first study to demonstrate effects of controlled exercise conducted in different visual environments on post-exercise directed attention. Via psychological mechanisms alone, visual nature facilitates attention restoration during moderate-intensity exercise.